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soltakss

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Everything posted by soltakss

  1. Of course there are wild horses in Pent. In my Glorantha, Pentians have herds of domestic horses, which they breed, but they also break/tame wild horses. In fact, it is a rite of passage to tame a wild horse.
  2. Thanks. That isn't the one I saw but does just as good a job.
  3. We told the people on the RQG preview list the news first. Here's our official announcement: https://www.chaosium.com/blogblack-shamrock-to-bring-beloved-fantasy-roleplaying-adventure-runequest-to-life-with-allnew-video-game/ Sounds good to me, but it's a pity I don't play video/computer games. 🙄 I hope it turns out really good and is exciting, playable and keep a lot of what we love about Glorantha. However, what are the chances that people complain because a building in one scene doesn't fit Sartar, that a Dark Troll doesn't look right or that there are too many/not enough Ducks?
  4. Sure, of course it is reasonable. A warhorse will fight in combat, a cavalry horse will allow you to fight in combat but other horses might need a Horsemanship roll to go against a bear. Using a lance against a bear is a perfectly good tactic, so why not? I am not really familiar with Pendragon combat to comment on the damage etc, but what you did sounds OK to me.
  5. There is no reason why it can't be both a male and female name. Look at names such as Jordan in the real world.
  6. There is a Gnome to Gargoyle spell, so that implies that gnomes do not look like gargoyles. In my game, a gnome doesn't look like anything. It is just the ground, or the earth in the ground and opens up as a pit when it wants to. It is just a blob of earth. One of our PCs once summoned a small gnome, ordered it to grip a stone pillar, then pulled the pillar out of the ground, just to see what the gnome looked like. I think he washed the earth off with a jet of water as well, but that just washed the gnome away.
  7. I treat it like Warding. You cast the spell around some sacred artefact, or using an idol or whatever, and the spell stays in effect while the focus is intact. Moving the idol, or desecrating the place probably stops the effect of the Sanctify. In RQ3, Temples had Temple Defences, generated as a side-effect of worship. I always played that the first spell the Temple had was Sanctify, to make it a sacred place. RQG has something similar, so I'd say that when a Temple is enabled, it gets Sanctify as the first spell of Temple Defences.
  8. When we played high-level RQ2, we were all Rune Lords, Rune Priests, or Rune Lord-Priests/Rune Priest-Lords, so we were the heads of the cults. Some of us even became High Priests. So, we had a convention that we gave magical items to the Cult and were immediately given them back on a permanent loan. So, they belonged to the cult but we could use them as if they were our own. It helped that we could reasonably expect to challenge any cultists who disagreed with our approach. 200% Bastard Sword tends to help in disagreements.
  9. Posting here is fine. Sure, why not? I would count each time as a separate Gift, though, with another Geas. According to the writeup, it says "If the same geas is rolled twice, roll again.", but not the same Gift. Some Gifts make no sense if you roll them twice. For example rolling 6 gives you the Sense Assassin skill and rolling 8 gives you a Detect Undead ability. What I would do is make them both Skills, so you get Sense Assassin or Sense Undead, then if you roll them again you get Detect Assassin or Detect Undead. 1-5 and 7 can be stacked without a problem, 12 is fine if you want very fast MP regain and 9-11 are fine stacked, but some people prefer to go up in increments, x2 for 1st, x3 for 2nd, x4 for 3rd and so on rather than x2/x4/x8. Yes. However, he also gets the Geas multiple times. I play that a Humakti can take another Gift/Geas at a worship ceremony. However, if you view Humakti as knight-like then they could be doing some kind of vigil on the Humakt Temple, or could just swear an oath to Humakt.
  10. Who can forget the Marital Arts skill that appeared on one of the Character Sheets?
  11. Some people might prefer to play HQ1 and have more experienced PCs. When I have run SuperHeroQuest, for example, some Super Powers started with 2 Masteries.
  12. Rivers are difficult, as a fast-flowing river makes travel downstream faster than upstream.
  13. Shergar Sunhoof, Centaur Extraordinaire, joined the Yelmalio cult for several reasons: He didn't want to be a Hunter or join Orlanth RQ2 didn't have anything for Arachne Solara or Animism and he didn't want to be a Shaman Yelmalio specifically allowed Beastmen to join The fact that he could charge with a lance and that counted as a spear for Rune Lord status, or that he could use a specialised form of Kuschile Horse Archery, was neither here nor there. Before he became a Rune Lord, he would name-drop Uncle Ironhoof in conversation, then gained the Geas "Speak only Truth to everyone", so decided that name-dropping was not cool and stopped. He ended up being the High Priest of a travelling Yelmalio Temple and War Chief of a Yelmalian Centaur Warband in northern Prax.
  14. Genertela - When said with a "J" sound not a "G", explains Genert's reproductive aspect Svenstown, Wilms Chruch and Zorak Zoran were named after players in the Chaosium House Campaign, I believe On a side note, we have pretty much banned some words in our games, as one of the players is guaranteed to come up with a stock response. There are more but I can't remember them until they come up. Elvish - A bloke down the chip-shop swears he's Elvis Bard - Hey, you're barred
  15. Jakaleel as negotiator and navigator in the Underworld makes a lot of sense, being a Hell-Witch. I prefer these allocations. I cannot find a PDF version of Lives of Sedenya on my PC, but I am sure that gave some clues about how the Seven Mothers Quest worked.
  16. Mainly the second, at least for Merrie England. It has Magicians, Elves and Dragons, but not as commonplace creatures. I have used legends, Fairy Tales and Folk Ballads as background sources.
  17. soltakss

    Moon Rock

    I have it like red pumice, but with a faint soft glow. Quite light, quite crumbly, but various shades of red. After all, it was made by someone gathering all the earth up, squeezing it a bit and them floating it into the air.
  18. I normally play that you can HeroQuest to engage with the God Time Myth, but you drop out of the Myth back to when you started. So, you could travel back to the the Cursing of the Kin and fight try to protect or strengthen Korasting, but you could not then exit in the time of the Cursing of the Kin, as one is in God Time and the other is in Time. However, you could go from Node to Node, or Event to Event, in God Time, to jump to related events. So, you could follow the Red Goddess' Birth and God Quest, but jumping between events, if you were a skilled HeroQuestor with knowledge of her HeroQuests.
  19. The Design Mechanism and Alephtar Games have a number of Mythic settings, including Mythic Britain, Mythic Constantinople, Wind on the Steppes (BRP Steppe Nomads), Merrie England (RQ/BRP/Revolution), Stupor Mundi (BRP Medieval Southern Europe) and Crusaders of the Amber Coast (BRP Medieval Northern Europe). Many of these can be used for a more traditional Medieval-style game that is compatible enough to RQG to be used with whichever rules you prefer.
  20. I don't know about the Western Marches, but Prax is a perfect Sandbox setting. You have Borderlands, which is a localised Sandbox, then a number of scenario packs written for Prax in RQ3, plus various locales written up across a number of fanzines. So, if you have those then you have a ready-made Sandbox. Without them, you have maps with various places that you can use as a Sandbox and make everything up yourself.
  21. We use M, as used in Mythic Russia. For us, the idea of the Mastery at the end just makes sense. So, a skill of 5M2 means "Your skill is 5 but you have 2 Masteries" and could be written as 5MM.
  22. For me, I like the idea that Lunars brought Gin to Sartar, as was described back in the day. In my Glorantha, Aldryami have a lot of alcoholic drinks made from various plants. Fermented Sap - Birch, Maple and other trees have sap that can be tapped, using spikes driven unto the trunks and collected in flasks, the sap can be fermented into a strong and sweet drink Berry Wines - All kinds of berries can be turned into wines that have varying strength Cactus Drinks - The cacti of Prax can be used to make very strong drink with hallucinogenic properties
  23. Investing 18 POW on Enchantments? Happened a lot in our RQ3 and River Voices Campaigns. Sometimes they used it for Special Effects. Derak the Dark Troll was turned into a Living Lead Skeleton in our shared RQ2/RQ3 game, so he enchanted three Wraiths into his skeleton, with an Area Enchantment limiting them to the skeleton, so they constantly whirled around inside him, just to intimidate opponents. I think that cost 10 POW.
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