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soltakss

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Everything posted by soltakss

  1. We use any tool in the fight against Chaos, even Chaos. Storm Bullers, Zorak Zorani and Orlanthi probably wouldn't care how you kill Chaos, as long as you kill Chaos. They might kill you afterwards if you openly use Chaos against Chaos, bit only if you weren't too powerful.
  2. Debating the merits of which historical names for social classes in a made-up world. Some people just like to sound clever.
  3. There is a Fading Suns Document in the downloads section. You could use that as background for a HeroQuest conversion. The Psychic Powers could use the various levels as Breakouts, for example.
  4. It sounds interesting. I am not sure about the patriarchal slave rules, though, it doesn't feel particularly Pavic to discriminate in that way, especially as Pavis' Daughters once ruled Pavis. For me, one of the interesting things about Pavis is that there are different legal systems in operation at once. Pavic Citizens have their own legal system and can choose to be tried under Pavic Law. The Lunars have their own legal systems and these take priority over other systems, at least in principle. Sartarite Exiles have their own Clan-based legal system. Normally, Pavic Citizens follow Pavic Law, Lunars follow Lunar law and Sartarite Exiles follow local Sartarite Law, but interesting things happen when someone breaks someone else's law when such an act is not illegal under their own legal code. Who judges them? Which system do they follow? Who can uphold and enforce the law in such a case?
  5. My advice on Character Generation in HeroQuest? Forget about the rules. In particular, forget about "Must" and "Cannot". Also, forget about having to have anything. @Christoph Kohring gives pretty sound advice above. Just choose keywords and assign points to them. Keep it nice and simple. I'd personally remove any restrictions, so I wouldn't limit the points you can put against an Ability, but that is up to you. I have played and GMed a fair bit of HeroQuest, but haven't seen Fading Suns. However, as @Christoph Kohring says, HeroQuest can be adapted to almost anything fairly easily.
  6. Yes, so the result is that one does better than the other. One jumps badly, the other jumps worse, the first does better than the second. You see, we are actually agreeing. Also, as I have said elsewhere and will continue to say, HeroQuest is not about sweating the rules. There is no point going into great detail about what a tie means, or whether a failure vs failure is a tie or not, just use the rules as a means to an end. If I roll a Failure vs Failure and I get the same number then that is a tie, if I roll a Failure vs Failure and the numbers are different, one gets a Marginal Victory and one gets a Marginal Defeat. Just work out the result and then Narrate what happened. For me, HeroQuest rules discussions should take a maximum of, what, 30 seconds to resolve.
  7. Not really, as Dormal allows a ship to cross the sea, not just to sail. Ships have always sailed during the Closing, they can port-hop along the coast, but this is dangerous as they could still be hit by the Closing of they venture too far or are blown away from shore by a strong wind. Ships have sailed in bays without being affected by the Closing. What Dormal does is to provide a ritual to allow any ship the ability to cross the seas without being affected by the Closing. It also removed some of the fear that people had of the Seas.
  8. HeroQuest is not simulationist, but, of course, you could use the Narrative in that way. For me, Failure vs Fumble is a Minor Success and I choose how to explain it. One of the advantages of HeroQuest over many other systems, in my opinion, is that the rules don't matter, as they are a means to an end. A Fail vs Fumble is the same as a Critical vs a Success, mechanically, the difference comes in how you Narrate the result.
  9. So, get everyone to the port with a set of crowbars and they'll unpack it and extract their games in no time. Saves on shipping costs as well ...
  10. Uggh, that has changed for RQG, then. So, you don't have subcults of Aspects, instead Aspects are just another subcult of the cult. That means that the Sandalds of darkness subcult would be available to any Olrnath worshipper, rather than just Orlanth Adventurous. I suppose that sort-of makes sense.
  11. Yes, you can just fail or fail badly. "Pardon me Mr Guard, but a really big troll just popped into that alleyway, maybe you should have a look", "You can't catch me out, what? That alleyway there? Thanks ...". You engage in a jumping contest and one of you makes a bad jump but the other makes a worse jump.
  12. Which is probably the best way of defining whether magic can be stolen by Thanatari. If it can be cast using Rune Points then it can be cast from a Thanatari Head, but uses Thanatari Rune Pool rather than the original. Dragon Magic does not use a Rune Pool, therefore cannot be used.
  13. "An curse unleashed by Zzabur to destroy the Middle Sea Empire at the end of the Imperial Age. The effect of the Closing was to prevent all travel across open oceans. Any ship going out of the sight of land would be lost to unknown forces: including the sea monsters, weather and Triolini. The Boat Planet also disappeared. The Closing was circumvented by Dormal in 1580 ST. It is broken entirely by the Boat Planet Reappearance in 1624 ST." Nowhere does that say that all ships sink when out of sight of land - "lost to unknown forces" does not mean "sink".
  14. Yes, of course I use the rolled number as well as the level of success. It is important in ties, especially when someone is bumped up or down. A natural Critical of 01 is worse than a 19 bumped up to a Critical, for example. It is one of the reasons that I am looking to use a roll of the Target Number as a Critical, rather than 01, as that advantages the higher Target Number.
  15. Orlanth Adventurous and Orlanth Thundrous are Aspects of Orlanth, not Subcults, so they are treated as separate cults and I would expect them to have different Rune Pools. However, a Subcult is something like the Magical Weapons of Orlanth, or Monrogh, they are deities worshipped together with the main Cult. I would not expect them to have separate Rune Pools, in the same way that Associate Cults use the Rune Pools of the main Cult. So, if I joined Orlanth Adventurous, Orlanth Thunderous and Sandals of Darkness, then I could use my Dark Walk using my Orlanth Adventurous Rune Pool, as the Sandals of Darkness are a subcult of Orlanth Adventurous.
  16. As always, I have added this to my Big Rubble Map, and thanks for mentioning the map in the writeup. Alcuin was interesting. He reminded me of an NPC in our RQ2 Campaign, a non-Chaotic Jack o'Bear Arroin Healer, who had 2 Large Shields that he used in combat, to parry the living but to bash undead. I like the idea of a Healer who can fight.
  17. Eurmal slipped into the Castle of Black Glass through a crack that nobody else could look at, on the LBQ. I can see Eurmali getting an Illusory Passage spell from that, although I give him Slip Through Crack instead.
  18. For Yelmalians, a knife is just a narrow spear point with a handle for holding. For Orlanthi, it is just a very small sword. Different mythical derivation producing a similar object.
  19. I like that they look remarkably different. Most variations of hoplites that I have seen look very similar.
  20. No, No, No, No, No One of the effects of the Closing is to sink ships, but the major effect was just to nudge them back to shore. You seem to be repeating the same thing over and over, but it is just not the case.
  21. And that is the whole point of this thread, I believe. Is Dragonewt Magic something that can be learned and cast as a spell, being mind-based, or is it effectively an ability that is gained by the Dragonewt?
  22. Forks were not used until relatively recently, as they were said to support the Devil. I remember reading that a churchman deliberately used a fork at a dinner party, or the equivalent at the time, to debunk this and promptly choked on a mouthful of food that he had just eaten with his fork, thus reinforcing its place in superstition. This kind of thing is kinda silly, but that doesn't mean it isn't there.
  23. Looking at this Unicorn Rider reminded me of the Turks as depicted in the excellent Resurrection Ertugrul TV Series. They use Composite Bows but have saddlebags with an extra bag for their bow and arrows, it simply goes over the horse's flank, normally over the saddle bags, and has a large space for the stringed bow and a smaller one for quivers of arrows. Nice and easy.
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