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soltakss

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Everything posted by soltakss

  1. Almost every time I read a Supplement, to be honest. Pretty much the same. Glorantha is known for having playable PC Non-Human races, so has deep background on the "normal" races, plus things like Ducks, Wind Children, Morocanth, Newtlings, Centaurs, Minotaurs, Satyrs and Fauns. Dragonewts alone are cool in almost everything you hear about them. Glorantha has Three Ages, since History began, and a load of stuff before that in God Time. Each Age has left behind ruins chockablock full of interesting and dangerous things. Opposing Temples can be raided and destroyed, mainly Chaos Temples, but not always. The thing about Glorantha is that there are no Good Guys and Bad Guys, it's all relative to who you are and what you believe. So, to many, Trolls are Bad Guys, but to Storm Bull worshippers, many Trolls are Good Guys as they destroy Chaos. For most people, Chaos are Bad Guys, but the Lunar Empire treats it as a useful tool. To Orlanthi, Yelmites are Bad Guys and to Yelmites, Orlanthi are Bad Guys, so which is right? Same in Glorantha, to a certain extent. Lhankor Mhy has a spell, Analyse Magic, that allows you to work out the powers of an item, but by far the best way is to push Magic Points through it, try it on or try to attune it. Equally as cool, it has kept me entertained for over 30 years, for example. RQG has basic magic items, but has a new Supplement coming out that should introduce more. Historically in RQ (as I have played RQ2, RQ3, RQ4, RQ6 and have seen the current RQG, so I can't keep track of the different versions), there are several generic "Types" of Magic Item: Spell Matrices - Spells enchanted into an item that allow you to cast the spell, as if you know the spell POW Crystals - Blank Crystals that allow you to store Magic Points, for later use, or to trap a Spirit for similar purposes Powered Crystals - When attuned, allow you to cast spells better, resist spells /spirits easier and various other things Iron - Has more HPs than normal Bronze and can damage certain creatures, really good against trolls and Aldryami (Elves and Dryads) Other Rune Metals - Have similar effects to Iron, but each metal has its own special effects However, there are loads of one-off magical items, either published or things you can make up yourself.
  2. Yeah, RQ2 moved from having a single skill for each weapon to a more generic skill in RQ3, so from having RH Battle Axe 60% to 1H Axe 60%, the rationale being that using a hatchet and a battle axe should be similar enough to use the same skill. I think that RQG might be in the middle of that move, so might have some things as the single weapon and some things as the generic skill.
  3. It could well be symbolic/artistic, but I'd also say that it could well manifest in the right situation, for example while on a HeroQuest, when speaking to certain deities and when you are showing certain powers.
  4. Glad that you love it, welcome to the journey. If you have any questions, just fire away - You'll almost certainly get a lot of answers.
  5. I hadn't heard of this, but it certainly looks fun.
  6. Yep, that's exactly how we do it. Roll first and work out what you get if it is not clear. an 01 on a 50% chance is clearly a critical, an 08 is a Special, a 45 is a success and a 78 is clearly a Failure. No nned to know the exact chances of a Special or Critical unless you roll something that is near to those results.
  7. Exactly. How hard can it be? What could possibly go wrong?
  8. In the Real World, if you take mice and chop their tails off, then take their offspring and chop their tails of and repeat again and again, you still get mice with tails. Same applies to Glorantha, unless you use Magic or chop off the tail of Mother Mouse. So, you could use a Curse or HeroQuest Wound to cause a deformity to a creature and its descendants. The Trollkin are one example, Cave Trolls are another, Horses are a third. I am sure there are lots of other examples.
  9. It depends really. Are you trying to navigate to get somewhere particular? If so, you would probably have some way of tracking the route, maybe by stars, islands, ocean currents or whatever, so you would use those as navigation guides. So, I wouldn't halve navigation, unless you have nothing to use as a guide. If you are exploring open water for the first time, them you only need Navigation to work out roughly where you are. Many explorers in the real world had really no idea of where the places were that they went to. Several places were rediscovered by later sailors.
  10. If a Dragonewt uses Dragon magic to turn into a Dragon, then it's a Dream Dragon. However, if a Dragonewt becomes enlightened enough to become a Dragon then it is reborn as a True Dragon. In my Glorantha, the Inhuman King dreams as a Dream Dragon, as do some of the Full Priests. Yes, I would say that a True Dragon only has one dream at a time. A True Dragon who is awake might even have a daydream and spawn a Dream Dragon. In my Glorantha, some True Dragons produce a different Dream Dragon every time the dream, but others dream of the same Dream Dragon. Probably not. A Nightmare, if True Dragons can have nightmares, might spawn another draconic creature. I'd say that a True Dragon could dream of anything, really. Exactly right. It's whatever you feel is cool and works in your game.
  11. For me, the best short Lore is the one in the Cults Compendium, which is a Gloranthan Classic bundling together of the RQ2 Cults of Prax and Cults of Terror, with selected cults from other publications. However, the Guide to Glorantha is, by far, the most complete set of Gloranthan Lore. Not sure, I'm to fuddy-duddy to listen to podcasts, but I am sure younguns on the forum will be able to assist. This depends on the GM, really, and how you want to play the game. For me, Cults are a manifestation of what your PC thinks and feels. So, joining more cults means that you specialise in a certain area. So Orlanth Adventurous and Storm Bull means that you are a chaos-fighting Adventurer, Orlanth-Adventurous and Issaries means that you are likely to be a Sword Sage, Orlanth Avdenturous and Lightning Boy means you are concentrating on the Lightning aspects instead of joining Orlanth Thunderous. However, some GMs think that a cult is the single manifestation of your beliefs and prefer you to join only one cult. For me, this goes against some cultures, so a Troll might be in Kyger Litor and another specialised cult, an Elf might be in Aldrya and another cult, a Pavisite might be in Pavis and another cult. Don't worry about it. As someone said in a meeting this week "The only silly question is the one you don't ask".
  12. Good stuff. Do you happen to have a map of Troll Market?
  13. My Number One Rule is "If you can do it in Real Life, then you can do in in RuneQuest". Can I change occupation in Real Life? Yes. Can I change occupation in RuneQuest? Yes. You could be an Adventurer, then a Weaponthane, then a member of the King's Guard, then a member of the Pavis Watch, then a member of the Tribal Ring, then the King. Exactly, so you have really answered your own question.
  14. Who says you can't bring something back from a HeroQuest without preparing it in advance? The Red Goddess brought back the Crimson Bat, which seemed to be a surprise to everyone, including her. If you want to slavishly stick to that rule, and I would strongly suggest that you don't, the Hunters could prepare a talisman of a beast, or even a blank talisman, and use that as the prepared object. But, the whole point of the Great Hunt is to bring back something spectacular, so everyone is capable and prepared to do so.
  15. Well, that's what they tell everyone, anyway ...
  16. Another vote for Vadeli being immortal by obeying caste restrictions. I believe their caste rules are different from those of the Brithini, though. Brithini will say the Vadeli use sorcery for their immortality, because they would, wouldn't they?
  17. Worcha was created with the sole intent of destroying Ernalda. The Seas have invaded the Land many times, sometimes with catastrophic results. I think that some Sea Deities are friendly with some Earth Deities and some are hostile, depending on the cults. The Pantheons themselves are probably neutral, due to the differences within.
  18. Not everyone makes all rolls opposed. I use Simple Rolls for a lot of things and only use Opposed Rolls when the situation demands an opponent, for example Climbing a dangerous mountain or a magical mountain, whereas I wouldn't use an Opposed roll for a normal climb.
  19. Didn't Terry Pratchett say something like "million to one chances happen nine times out of ten"?
  20. Chaos Features cause deformity, but that doesn't mean that all deformity is Chaotic. I am a firm follower of the idea that if your mother was frightened by a horse in pregnancy then you could come out with a horselike face, for example. Deformities could be caused by curses, by magic, by ancestry or by many other things. We know that the Serpent Kings of Seshnela had serpent tails instead of legs, for example.
  21. soltakss

    RQ Sorcery

    Derak the Dark Troll, in our old RQ2 campaign, had a leather jacket with "DERAK" picked out in POW Storage Crystals. He definitely had style.
  22. Gaining Special Abilities is a traditional reward from HeroQuesting. The hardest part is finding a game mechanic that works well. BRP Super Powers are a good way of getting powers, as long as they are relevant to the HeroQuest performed. That could work. However, it is a bit time consuming and you need to keep track of the difficulty of the skills. Personally, I wouldn't bother with that level of detail.
  23. You could hang everything off the Movement Rune, but that might be a bit of a cop-out. Sartar is a bit of a mystery, as his background is unclear, except as a Larnsting. Even Larnstings are quite unclear, I think. Knowing more about the background of Larnstings might help decide whether this is sorcery, divine or simply using the Movement Rune.
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