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soltakss

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Posts posted by soltakss

  1. Personally, my view is to use whatever method you are comfortable with.

    It might not be in the rules? So what?

    Character Generation is the start of the journey, the first steps, so is, in many ways, the least important part. Some people say it's the most important, the bedrock or foundation, but I disagree. For characteristics, yes, it has a permanent effect, for everything else, things change. Your PC at Session 0 is not going to be the same as at Session 100.

    So, if you want to use the Points Buy from Mythras or Legend, then use them, it won't affect your RQG Character particularly.

    The difference between Character generation from RQG and other D100 Character Generations isn't how you determine Characteristics, it's the Gloranthan layers that are applied afterwards.

    • Like 3
  2. 13 minutes ago, g33k said:

    I envision this as invisible pixies, but NOT invisible pole-axes; so the appearance of animated weapons.

    Oh, he played them exactly by the rules, they became visible as they attacked us, from behind, flying so they could hit us anywhere they wanted. So, an empty corridor suddenly became full of Poleaxes that seemed to be fighting by themselves, until we saw the teeny-weeny Pixies holding them. We received a penalty to hot as they were (a) small and (b) flying. Oh the joys ...

  3. We are using Revolution skills in out current Dark Ages game and I was explaining Stunts to the players, when I had a bit of a revelation in how I was going to use them.

    Stunts are to Traits what Traits are to Skills.

    So, I am going to use Stunts in my game as more freeform than in the Revolution rules. 

    In my current game, I am using a Bonus/Trait as +10%, rather than +30% in Revolution, for several reasons: +10 is easier to calculate; a Smaller plus means we can have more Traits without getting silly skills; It suits a lower-powered game.

    Now, in a modern game, a paratrooper might have Agility, with a Trait of Parachuting and a Stunt of HALO (High Altitude Low Opening), I would say this gives a double Bonus to Agility.

    I also though about how Stunts would work with other skills. 

    We have an Alchemist in the party, who has Alchemy and Herbalism as Traits under Knowledge. He recently made a Healing Potion, so I have said he could have Healing Potion as a Stunt under Alchemy or Herbalism. 

    Then I thought about Languages and how Stunts would work with them. Each Stunt represents a dialect, so someone with Language:French might have the Norman stunt, so can understand/speak Norman French even better than standard French.

    Then I thought about spells and religions and they work in the same way. Spells are Stunts and belong to specific Traits. So a religion might have Lay Member as a Trait and the Stunts would be Cantrips. Initiate or Priest are Traits and the Stunts are Divine Spells. In Merrie England, some religions can gain knowledge through other means, such as Sacred Texts, these just become Traits and the spells gained become Stunts under the Trait. Saints would just be a Trait, with the spells gained as Stunts. 

    For NPCs, I would write a skill as Skill (Trait [Stunt]), for PCs, they would have the Skill on the Character Sheet and they would write Trait (Stunt), Trait (Stunt).

    So, Simon the Simple is a monk in Merrie England and he has Christian as a religion. This would be written as:

    Christian 80% (Priest [Bless Congregation], Pilgrim [Strong Faith], Relics [Create Spring], St Patrick [Drive off Serpent, Rousing Voice], Gospel of Mary Magdalene [Wash Away Sin], Hermit [Absorb Sin])

    Please note, the spells in the example are made up, as I don't have the Revolution rules to hand.

  4. 21 hours ago, MJ Sadique said:

    Even a tiny Pixie could benefit from it.

    One of our RQ2 GMs used Poleaxe-wielding Zombie Pixies in a scenario, as he had worked out that, with the STR bonus and DEX reduction, a Zombie Pixie could use a Poleaxe. So, there we were, minding our business in a Vivamort Temple, when suddenly, 6 Pixies appeared behind us and hit us with Poleaxes and Bladesharp 4, of course, being Pixies, they still retained their Invisibility power, so attacked us from being Invisible. Oh, how we laughed ...

    • Like 1
    • Haha 2
  5. 55 minutes ago, Joerg said:

    Unfortunately, Karvanyar's (or rather Urvanyar's) example cannot be heroquested unless there is a precedent for it in Godtime. And looking at Yelmic orthodoxy, if there was, then not on an imperial level.

    I am now of the opinion that if something made an impression on God Time then it can be the focus of a HeroQuest. There are many examples of events that happened after Time began that had an impact on the God Time and can be used for HeroQuesting. Maybe those events created some God Time event that we are not aware of.

    • Like 2
  6. On 10/9/2018 at 11:04 AM, Brootse said:

    According to the evolutionary tree in Trollpak the Cave Trolls weren't mutated from the Dark Trolls, but from the Mistress Race. And the Great Trolls can only have Dark Trolls or trollkin descendants, so a Cave Troll can't have Great Troll forefathers, and therefore Cave Trolls can't have atavistic Great Troll descendants. The Cave Trolls aren't the subject of the curse of the kin. Vamargic Eye-necklace might have been a large and smart atavistic troll with Cave Troll parents, but he couldn't have been a Great Troll.

     

    e: And if Vamargic was a Great Troll made with the Cragspider's ritual, then he could only have had one Cave Troll parent, not two.

    That is unlikely, as the Mistress Race Trolls (UzUz) gave birth to Dark Trolls (Uzko) when they emerged from Wonderhome in the Lesser Darkness.  It is possible, of course, that the mutation of Cave Trolls happened to the first generation who emerged from Wonderhome, but if it happened to the second generation then it would have been Dark Trolls.

    We also know that Cave Trolls do suffer from the Curse of Kin, as there are many examples of Cave Trolls with Trollkin children written up in official supplements.

    • Thanks 1
  7. On 10/8/2018 at 7:46 AM, Egg-Magnus said:

    During the Inhuman occupation of Dragon Pass 1120->, it is told that the leader of the Wood trolls Vamargic Eye-necklace was a Zorak Zoran worshipping intelligent great troll (Sourcebook p. 62). It is also told that Varmargic is a descendant of two cave trolls. Is there an elderly secret / godlike myth I've missed behind this "improbability" ie. cave troll giving birth to a great troll? The cave trolls are tainted with chaos but obviously the descendant didn't inherit that feature due to his close relationship to Zorak Zoran? Very confusing...

    Grateful for ideas and other theosophical explanations,

    Egg-Magnus

    In theory, there is nothing wrong with two Cave Trolls producing a Great Troll. Cragspider produced Great trolls by incarnating powerful Dehori and making the mother powerful in Darkness, to produce a superior troll. So, the Cave Troll mother could incarnate a Dehori and give birth to a Great Troll. Alternately, Cragspider did have a Runespell that allowed a mother to give birth to a Great Troll, maybe it's as simple as that.

     

    • Like 1
  8. 24 minutes ago, Lord High Munchkin said:

    Obviously the Mostali would replace every "grown" (ghastly "organic" stuff!!!) component with some much more acceptable manufactured parts....

    Which raised the thought in my mind - do the Mostali actually use wood (in weapons, or even at all), or do they have some other dwarf-made alternatives?

    I think they would use wood. After all, they recycle dead Aldryami as food, so why not recycle dead plants as raw materials?

     

    There would be a lot of straightening, reshaping and reprocessing though.

  9. It always surprised me that the Dara Happans and Lunars didn't have a navy, as the Oslir and its tributaries flow through their Empires.  I know the Lunars have a long-standing feud with the Waters and Riverfolk, but no Lunars on boats? Seems odd to me.

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  10. On 10/9/2018 at 7:17 AM, jeffjerwin said:

    Just realised: the model for the Red Emperor's life as a peasant in Doblian is obviously (in part) the story of Karvanyar, the DH Emperor who defeated the Golden Dragon of the EWF, including the curious importance of playing a board game and the alliance with the Westerners (Carmanians).

    To my mind, when that happens, it is likely the result of the second person performing a HeroQuest emulating the first person. The second person definitely gets some of the benefits of doing the same things in the same way, or by overlaying the first myth onto the current reality.

  11. On 10/10/2018 at 5:09 PM, styopa said:

    Not to make light of it, as it's a terrible tragedy for the man and the people involved, but in case your players ever question - "I wasn't really even swinging hard/it was just sparring/etc how could I *kill* nearest friend?" or "I'm wielding a 15' pike, how could I possibly 'strike nearest friend' that's next to me?" here's your reply:

    https://www.aol.com/article/news/2018/10/10/virginia-medieval-re-enactor-fatally-impales-self-with-lance/23556408/

    I will never again question a result on the fumble table.

    When I was with the St John Ambulance Brigade, we were talking about the rule "Never remove a foreign object", i.e. if something is stuck in you, a first aider shouldn't remove it, otherwise it might bleed more. Someone said they were on first aid duty with the Sealed Knot and they said that after 8 pints of real ale, they got a bit careless and the first aiders decided to ignore the "Never remove a foreign object" and pulled several pikes out of people's arms and legs.

  12. On 10/11/2018 at 5:59 AM, Jason Durall said:

    We are happy to answer questions, but don't take a lack of an answer as disinterest! 

     

    See page 208 for the stats of a great axe, and page 210 for its description. Based on the description one think of it as a labyrs, a sagaris, or something like the Dane axe. 

     

    The bastard sword is pretty much a 15th-16th century weapon, which feels somewhat out of place in Glorantha. It may be introduced in a later sourcebook as a regional weapon, or it might show up in the Gamemaster Sourcebook in an expanded equipment table. 

     

    Alternatively, use the RQ2 stats for a Bastard Sword. Little beats going into combat with 2 Bastard Swords, a hefty Shield and a Berserker spell.

  13. On 10/10/2018 at 4:11 PM, StephenMcG said:

    Yeah, but lots of players (I am pointing no fingers) are highly motivated by that extra damage and, when you see your mate destroying trollkin with an impale and all your crush does is be a but more successful in hitting (which is also true of Mr Stabby) then the club is discarded and everyone begins to look the same...

    I have played with the current rules since 1980 or so, I have never changed them and it is only reading the changes to slash in RQ:G that made me begin to question the status quo.  Why upgrade slash and leave crush unloved....  😞

    As Jeff says, crushing works best with big/strong creatures. A giant or great troll with a tree trunk/maul is devastating when crushing. 

  14. Very sad to hear this. Greg was always very friendly and open, always ready to listen to fanboys and answer questions and remembered people's names who he had only met once or twice. I always had the impression that he genuinely liked doing the promotional tours and meeting people. His legacy in RPGs, with Glorantha, RuneQuest, HeroQuest. Call of Cthulhu and all the other BRP games, stands alongside those of the other RPG greats who have passed away.

    • Like 7
  15. 16 minutes ago, PhilHibbs said:

    It's easy for you and me. I've seen grown men angry and tearful over having to do it, not being able to, and having to rely on others. Anything that can be done to entirely eliminate any form of multiplication or division in the middle of combat is a good move in my books.

    That is why I tend to use "Take the tens part and double it for a Special and halve it for a Critical" approach - quick and easy and, although not exactly accurate, it's close enough.

  16. 1 hour ago, deBorn said:

    You two mean you will allow a shaman character to access Rune magic?

    Yes of course.

    In RQ2/3 days, a Shaman could contact a deity directly and bargain for Runemagic, as a personal favour.

    Spirit Cults are set up by a Shaman to worship/honour a Spirit or Minor Deity. They grant a subset of the deity's spells to the worshippers, including the Shaman.

    Shamans in Shamanic cults are the leaders in place of Priests and get Runemagic.

    One way of modelling a Shaman with a specific Tradition is by allowing the Shaman to become an Associate Priest of the cults in the Tradition. So, a Shaman in the Praxian Tradition might be able to become an Associate Priest of Waha, Oakfed, Ronance and other deities. I'd list which deities are part of that Tradition and allow Shamans in that Tradition to become Associate Priests. Each Tradition would have its own deities, though, so a Waha Tradition might have different deities to the oasis Folk Tradition or the Water Folk Tradition, or the Pavic Survivors Tradition. Some might overlap, so a Shaman of the Waha Tradition might become an associate deity of, say, Zola Fel, which is also part of the Water Folk Tradition, so he might be able to use that to hop over to the Water Folk Tradition and become an Associate Priest of River Horse or Frog Woman.

    If your player wants to be a Shaman then I would have no problem in him having a Traditon that includes Yinkin and then becoming an Associate Priest of Yinkin.

  17. They might not have a formal skill, but every society will have people who are better at imparting knowledge than others. They would be the ones who teach children skills, who take boys into the forest and teach them the skills of war or take girls into the forest and teach them skills of healing, or whatever.

    Ask around and the GM might point you to someone who can teach. Thnking about it, you may well be the GM, so have one of the natives be a teacher.

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  18. I would just allow a Keyword to be increased with 1 HP and make everything Keywords. 

    • You may improve any ability, keyword or runic affinity by 1 point per session, at a cost of 1 HP.
    • It costs 1 HP to raise a single breakout ability under the keyword
    • You can add a new ability, keyword or runic affinity by spending 1 HP; it begins with a rating of 13.
    • You can add a new breakout ability by spending 1 HP; it begins with a rating of +1 to the keyword it modifies

     

  19. 13 hours ago, Sir_Godspeed said:

    How do the Horse-Hsunchen of Ralios work with this idea of horse proliferation?

    It is an interesting question.

    It may be that horses have different origins:

    • Maiming of Hippogriff
    • Descent from Hykim and Mikyh
    • Cutting of Centaurs into horses and humans

    There could be an argument for Mikyh mating with Maimed Hippogriff and creating a Horse Ancestor for the Hsunchen Horse People.

  20. 1 hour ago, d(sqrt(-1)) said:

    True, but Defence was normally in the 0-10% range and much harder to improve (roll INT or less on d% in any adventure where it made the difference between being hit or not). I suppose if you played a PC for years it might get up to high levels - can't find my Rune Masters pdf at the moment to check. 

    (It was never really clarified if negative Defence counted or not - none of the monsters with high SIZ etc had a Defence lower then zero though)

    Our high level RQ2 campaign had Defence around the 80% mark, which was very effective against normal NPCs. Some had Defence of over 100%, but they had high INT so made the increase more often, I think Raven, our Aldryami Yelornan, had INT 24, but she didn't play as often as some PCs.

  21. 1 minute ago, womble said:

    Did they also carry  a skyhook from which to hang the rigging?

    The other PCs would hammer hooks into walls and so on. He also had a mean arbalest that he could use to punch a rope into the wall of a cave and then use the block and tackle with that.

  22. On 10/1/2018 at 7:26 AM, deBorn said:

    Talking with the player, he clarified his position. He wanted to play a shaman associated to the cult of Yinkin. I wouldn't allow this, as I understand the core book, either rune magic benefits, or shamanism benefits (and taboos).

    I'd allow it, personally, but your game/your rules.

     

  23. On 10/1/2018 at 5:39 PM, Toadmaster said:

    Simon I'll be waiting for your crusades additions. You need to get cracking because I apparently don't buy these things until they've been out of print 5-10 years. I'd like to have it in hand before 2030 so the clock it ticking. 😂  

    Already starting to think about starting work on them! 

  24. On 10/1/2018 at 9:40 PM, PhilHibbs said:

    "You're playing an elf? Well, my character will have to kill yours."

    Our old RQ2 campaign had some Zorak Zoran Death Lords, a Rune Lord Priest of Aranea (Spider-Troll) and a Aldryami Yelornan RuneLady-Priest. Normally, the Yelornan adventured with Yelmalians and, occasionally, Orlanthi, but very rarely she adventured with the Zorak Zorani. They didn't try to kill her, as she had a Unicorn and wasn;t afraid to use it, also had Power Arrows that would cut through a troll easyily enough. Although they were in hostile/enemy cults, they didn't just attack each other, instead they had common goals and worked together to achieve them, then split up again soon afterwards.

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