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soltakss

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Everything posted by soltakss

  1. Doesn't matter what else went on, or what other people say, if that was the case then you did it right.
  2. He is "Golden Sage of Heaven", which was a very thinly veiled reference to the Great Sage Equal of Heaven.
  3. In our RQPavis game, anyone who has seen The White Bull and has spent a point of POW automatically becomes part of the White Bull Brotherhood. Their steeds become white when close to another member of the White Bull Brotherhood. One of the PCs was a Zebra Rider and he was very embarrassed at first, in case people thought he was riding a horse. In our game, the White Bull was a very rarely seen spirit of Prax. The PCs united the tribes of Prax by realising that every Tribe had a White Bull Society. They then united the Pure Horse Tribe with Praxians, when they met some HeroQuesting Grazers who re-emerged from the Black Net to refound the Pure Horse Tribe, When the PCs summoned the White Bull against them, some of their horses turned white and they were accepted into the White Bull Brotherhood and showed their kinship with Praxians.
  4. That's a bit harsh, in my opinion. Sure, perhaps there were too many rolls, climbing a wall for a thief should be Easy, so should have a bonus, for example. But, I'd have used Psychology to get past the people on the desk, as that makes sense to how I have played CoC before. Sometimes you get scenarios where just about everything goes wrong. You can react in two ways - Whinge and complain about it all going wrong and having an unfair GM, or react to the things that went wrong and take a different path. It looks as though the players took the second option and reacted to everything that went wrong, trying to turn events to their advantage. If the players and GM had fun then it was not a disaster.
  5. Have a look at http://www.soltakss.com/super1.html, which was my attempt at the same thing.
  6. Borderlands and Cults Compendium. Yes, that's how I'd do it. Flight itself makes you quite fast, but I'd say it isn't very easy to move around, unless you had the Air or Movement Rune. I'd link this to the Runic ability, so people with a low score cannot do many things, whereas people with very high scores can whizz about as though moving normally.
  7. If you want pre-packaged Fantasy, then OpenQuest and Magic World do the job, but neither has Hit Locations, which is a no-no for me, as it isn't D100 if you can't lose a limb. Legend also works as a pre-packaged fantasy system, it is also fairly compatible with Mytras, so you can use Mythras material with it.
  8. Frog Woman has the Leap spell, which is effectively a group Teleport that takes a day, It may be that Great Leap sounds like a better version of that. Orlanthi Teleport comes from Mastakos, not Larnste, maybe Far Step or Far Stride might work.
  9. I think older versions had 3 ENC = 1 SIZ, so you could use that kind of conversion. A SIZ 13 person with 10 ENC has an effective SIZ of 16, so needs Flight 3. If you use 5 ENC = 1 SIZ then the person still needs Flight 3, but has an effective SIZ of 15. One person carrying another just adds the 2 effective SIZ together.
  10. Absolutely. There is a difference between being "dead-can come back" and "dead-dead". I don't even count "dead-can come back" as dying, to be honest. Our RQ2 game had common Resurrection, Rune Lords who DI-ed very often and buckets of magical Healing, including Healing 6 (Could become Healing 16 if I was lucky) Heal Wound and Heal Body, so PC death was temporary and was treated as a knockdown. It looks as though Pentallion has gone down that road, which is good, as it reduces the overall mortality. Some people don't like that and enjoy playing a PC for a few sessions, letting it die and rolling up a new one. Personally, I like playing a PC for many sessions and like to try and keep them alive.
  11. Well, Dormal is the Helmsman on the Boat Planet, so it is the culmination of his last HeroQuest. As the Closing was brought about, to an extent, by the bringing down of the Boat Planet, it is fitting that Dormal, who caused the Partial Opening, is part of bringing it back. Whether the presence of Dormal causes the Full Opening, i.e. the Opening without the need for Dormal's magic, or that is the reappearance of the Boat Planet, is a matter of discussion for Dormal Priests trying to prove their God is still relevant.
  12. In our RQ2 game, one of the PCs had a set of Power Arrows, which bumped the Level of Success up one level, i.e. from a Failure to a Success, Success to Critical and Critical to a Special Critical, which did Impaling damage direct, ignoring armour. For that reason, I have always split up Impaling damage from Critical damage, so in my games, a special does and Impale, a Critical does normal damage but ignores armour and a Special Critical does Impaling/Crushing/Slashing damage but ignoring armour. This doesn't relate to the exact rule as written, but is our in-game rationale.
  13. We played that the Rune Spell is a package, so the Heal Wound Runespell is a 1 point spell that contains the MPs within it. Magic Points used to boost a spell go outside the Package and act to boost the spell's strength.
  14. Sure, why not? In the HeroQuest game, I normally have a HeroQuest ability with breakouts fir the HeroQuests, or HeroQuests as abilities with Breakouts for particular things. In RQG, it looks as though you get a HeroQuest character sheet that records how much you have got in HeroQuesting. A HeroQuest Rune or Ability makes sense in that context.
  15. We used to play that Rune Spells went off on SR1, including any Magic Points (Temporary POW in RQ2, but Magic Points is a much better term), but any extra Magic Points used to boost the spell added to the SR. So, casting Heal Wound with 11 MP, to heal an 11 point wound, goes off on SR1, but casting Heal Wound with 11 MP and a further 6 MP, to blast through Countermagic 6, goes off on SR 7. That's why spells such as Cure Chaos Wound or Cure Ironburn are useful, as they provide all the MPs needed for the Heal Wound.
  16. Thanks, not much use to those of us who only buy PDFs though.
  17. In our recent Gloranthan campaign, the Boat Planet was a True Dragonship, a Dragonship made from a True Dragon, so was several miles long. That is probably non-canonical, but our players were awed by it.
  18. Nah, once I realise that there is no "good" or "evil", it just means that I can anything I like without impunity.
  19. I think that Dark Walk used to work against darksense as well - Otherwise Orlanth would not have been able to hide from trolls.
  20. Sorry, Joerg, I wasn't commenting on your excellent description, just making a general comment.
  21. Be careful with the Create Shadow and Dark Walk combination, it suffers from the same problems as Mist Cloud. You see a blob of darkness that moves around. Sure, you can't be seen inside the Shadow, but people can see the shadow moving around. I have used Create Shadow to link two areas of shadow, allowing me to move between them with Dark Walk. Dark Walk is a funny spell, in some ways. "So, I can't be seen when it's dark? But it's dark, so I wouldn't be able to be seen, would I?"
  22. I would say they probably have to concentrate to move it, but could do something else as well, perhaps with an INTx5 Roll. If the Shadow is like a Shade and has intelligence, the caster could simple give it an order to move to a certain place. I think we used the "That's silly" rule for that in RQ2 and treated it like Invisibility.
  23. There was an article in Different Worlds that gave you a "Lawful feature" if you were born in Sacred Time, basically roll on the Chaos Feature Table, reroll any obvious mutations and that gives you a permanent Blessing. Now, obviously, that took the game mechanics of the time and used a version of those to give a random Blessing. We can probably do better than that. I think anyone born during Sacred Time has the chance of having a permanent ability. In Revolution d100, it would be easy, as you would just get an Innate Power, however, RQG does not have such a concept. Sample Abilities: Casting a specific Common/Spirit/Battle Magic spell without spending Magic Points (Can't remember the term that RQG uses) Never Tire Use of a specific skill is always one level of success better than rolled Special connection to a specific deity (Maybe automatic Rune Pool = POW) Roll on Chaos Feature Table, ignore obvious mutations, don't sense as Chaotic Gain a power of a specific animal (E.g. See in the Dark, Track by Scent, Speak to [Beast])
  24. I think there is a difference between alien life and playable intelligent alien life. Sure, we can have all kinds of alien life, as the equivalent of animals or plants. Why not have something that is just a blob, with no sensory organs and moves by being picked up by another creature? It wouldn't lend itself to be playable. For me, having an intelligent playable alien means: Mobility - It has to be mobile Tool Use - It has to be able to use tools Sensory - It has to have senses that go beyond touch Communication - It has to be able to communicate with its peers
  25. Ah, but that is Tolkein's waste paper bin, completely different to Greg's works in progress. 😉
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