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soltakss

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Everything posted by soltakss

  1. I am living in the dystopian future from my childhood. Walls built to keep poor people out of rich countries Refugees and migrants treated appallingly AI apparently stealing the livelihood from artists and writers Water shortages, widespread hunger Catastrophic climate events Paramilitary police everywhere Governments using extra-judicial killings with impunity Robots used for mundane tasks An underclass trapped by poverty and the privilege of others
  2. I do buy all Jonstown Compendium supplements and use my DTRPG Credit to do so. I also pay contributors, artists, and so on with that credit. However, I have more than enough credit remaining to buy whatever I want. The Jonstown Compendium has been good to me.
  3. I have DTRPG Credit due to Jonstown Compendium sales, so I use that for purchases on DTRPG, making them effectively free for me.
  4. The Cleansed One subcult cannot purge a Chaos taint, but it teaches a difficult and dangerous HeroQuest that ends up with the Chaos taint removed. All you have to do is to swim naked along the whole river, avoiding the obstacles, monsters, Storm Bulls, Orlanthi, Yelmalians and other people hell-bent on stopping you, then you have to find another Chaos Creature, make it see itself as disgusting, then face the Guardian of the Seas and, finally, swim in the acidic salt sea as it burns the taint out of you. If you can survive that and regrow your skin then you are free of Chaos.
  5. Anyone who relies on exact phrasing is mealy-mouthing their way out of Honour. Zorak Zorani or Vivamorti who wield swords would disagree. RQG is not the complete and entire store of knowledge for RuneQuest, no matter what some people like to think. Not everyone is motivated by "What can I get out of the cult" when thinking about joining. Also, Humakt used to teach Bladesharp for free, but I can't remember if that was Lay Members or Initiates.
  6. I have had the pleasure of playing in a few of Ian's HeroQuest/QuestWorld games and have thoroughly enjoyed them, so if you like rules-light, easy-flowing games that are fun, sign up for his game.
  7. soltakss

    Urvagal

    I've got some photos of the Rearing Dragon tattoo, but I am not allowed to share them.
  8. What, you don't allow your opponent to cast their spells before the duel starts? You just rush in and attack before they are ready? Not if the duel forbids casting spells at the opponent, a common condition.
  9. List of Rune-level NPCs in Pavis.pdf Thanks @Graeme P that is great, I thought I had lost that. I have added it as an attachment for all to enjoy. @Ian A. Thomson - You can use this however you want.
  10. Very common. In my Glorantha, most Clans have a Hero, or some Heroes, that are worshipped at Clan festivals, or as a hero Cult in the local temple. So, you could worship Battam Bignose at the Orlanth Temple to get his Nose Whistle spell but you can't learn it anywhere else.
  11. I used to have something with all the Pavic Rune Masters in, including the ones from the Runemasters supplement, but I can't find it now.
  12. Generally, Humakti wouldn't have Thunderbolt or similar spells. They have Sever Spirit but that is usually banned. Turn Undead is possible, but Humakti wouldn't normally duel Undead, unless the Undead challenged them to a duel and they had a Geas of "Always accept a duel". Normally, the combatants start with swords drawn, otherwise something like Quickdraw can be used effectively. Our duels are normally to the first blood, so the first blow that causes damage wins. They often have no magic, or only Humakt Magic, or even no magic cast on the opponent, to counter magicians. After all, a Humakt Duel is about Honour, Sword vs Sword and that sort of thing. Our normal rules are: Only Humakti Magic No magic to be cast on the opponent No poison First Blood (Rambo-style) Sometimes, duels could be fought to Incapacitation, but they are serios ones, designed to counter the "Lucky Blow Win". I have seen Humakti who have allowed an opponent retrieve a dropped sword, or to put armour back on. The funniest duel I saw was someone put into a gladiatorial contest in an arena, he was a Humakti with geases of "Never use Small Shield" and "Never use an Axe", so the organisers gave him a small shield and an axe, as it was funny to see him drop them when facing an armoured and armed foe in his loincloth. The combat went like this: NPC attacked, he Dodged, he Grappled the NPC, grabbing his sword arm, next round he ripped the NPC's arm off, doing something like 17 point of damage with a special STR vs STR roll, then he proceeded to club the NPC to death with the bloody end, as, in his own words, "I have always wanted to do that and I am not banned from using a club".
  13. I was thinking about converting all of our the Dorastor stuff to text files and feeding it into an AI to see what it thought about Dorastor, but I couldn't be bothered.
  14. Hallucinate is a silly spell, so it should be treated as silly. It should allow Tricksters to do silly things. Putting too many rules around it, or trying to nerf it, misses the point of the spell. It is silly, so be silly.
  15. Pah! It depends on who you ask. Umath had Lightning, being the first Storm God. Shargash pulled lightning bolts from Umath's head after he killed him, so gained the power of Lightning. Then Lightning Boy was rescued from Shargash and became part of the Storm again. So, Lightning has always been a power of Air/Storm, in the same way that Tin was always the Storm Metal, even though some Sky Deities claimed it after they looted Umath's body.
  16. There were, but they were fed to Oakfed to keep the lights on. Nowadays, much of Prax is light scrubland, with bushes as well as grassland. Of course. The Oasis Folk could live in pueblos, and some might be ancient abandoned ruins.
  17. In my Dara Happa, the nobles are formed into Noble Clans, each descended from a Yelm, or a descendant of Yelm. Each Clan knows its relative place in the system, whether it outranks or is outranked by another Clan. The people in the Clan also have a hierarchy with the Head of the Clan outranking the others, but various people in the Clan might have a different ranking within the Clan. So, the Clan Warlord might outrank the Clan Scholar in times of strife but not in times of peace. The children of the Head of the Clan might outrank those on the periphery of the Clan, no matter what their position in the Clan. The head of one Clan might be subservient to the Head of a higher-ranking Clan but might also outrank the lower members of the higher-ranking Clan, although people in similar positions in a lower-ranking Clan will be lower-ranked than people in the higher-ranking Clan. Similarly, an Initiate of Yelm in a higher-ranking Clan might be lower rank than a Priest of Yelm in a lower-ranking Clan, but it depends on how far apart the Clans are. A Yelm Priest in a very low ranking Clan might be lower-ranking than a normal person in a very high-ranking clan. Also, the degrees of separation between the person and the Red Emperor is important, with those closest in generations to the Red Emperor being considered higher-ranked. So, very old families might not have the same prestige as newer families that count the Red Emperor as a grandfather, for example. This is why Lore (Dara Happan Nobility) is an important skill for Dara Happan nobles.
  18. To be honest, that is the first I have heard about it. The Glorantha Wiki says that it is an EWF fort sometimes used by bandits. The fort isn't mentioned in Sartar or Sartar Companion.
  19. For me, life is too short to bother with "This Extension comes from Ernalda so I cannot use it on a Uleria spell", or "I cannot use Orlanthi and Storm Bull Shield together". A spell is a spell is a spell in my opinion. So, I can use Ernalda's Extension to make an Aldrya spell last longer, or use 2 Runepoints from Ernalda and 3 from Aldrya to cast Extension 5. It makes the game simpler for me, with less crunchy and annoying rules. That is exactly how I play it.
  20. It complements it and builds on it. For some context, I ran a lot of RQ2 Dorastor scenarios and then an RQ3 Dorastor Campaign before Dorastor Land of Doom (DLOD) came out, then I used elements of DLOD in my campaign. As Secrets of Dorastor was basically an expanded and cleaned up writeup of my RQ3 Dorastor Campaign, some elements were from the pre-DLOD and some were based on DLOD material. The Holiday Dorastor series is new, again building on things that were in DLOD but mainly new material. Generally, if you liked DLOD then you will probably like Secrets of Dorastor and the Holiday Dorastor series. For the Risklands supplement, in particular, it takes the Renekotling Clan from DLOD and builds on it. All the main Personalities are described in more detail, with some new ones. The Clan structure is expanded, with more emphasis on Clan Politics. Adventurer Creation is given a local twist, with Family History from the area and a mixture of RQG Rules Family History and local Family History, basically you can choose Exile rather than Death, giving you, or your parents, a reason to come to the Risklands. It also details where many of the Clan Steads are. The Foulvale Campaign is based in the Foulvale, but the Adventurers are assumed to be from the Risklands. Hahlgrim's War has something of the buildup to the war, getting involved in Clan politics, before the war really starts. This is based loosely on the excellent and atmospheric stories in Cults of Terror.
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