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soltakss

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Everything posted by soltakss

  1. Similarly, some subcult magic would work and some wouldn't. I'd say that cults such as Barntar would still provide magic that worked, even though Barntar is the son of Orlanth and Ernalda, he is a different entity. Simialrly, if you have joined the Magical Weapons Subcults, then your magic might work, as they derive from the Magical Weapons themselves. Associate Magic would still work, if given from someone other than Orlanth/Ernalda. But, in RQG, you have Rune Points for your cult, so I would say that you couldn't use/replensih your Orlanth or Ernalda Rune Points, so you might not be able to cast Subcult or Associate Cult Rune Magic unless you had Rune Points for the subcult or Associate Cult.
  2. p47 The Runes & Cults Table doesn't include Foundchild, although Foundchild is included in the 2 Cult Lists/Writeups later on p379 - The Black Fang cult has a section on Rune Priests that says "Spirit cults don’t have proper Rune Priests, so Priests of Black Fang are shamans, instead. Like most shamanpriests, they can sacrifice POW for the cult’s Rune points.", but the previous section on Spirit Cults has Shamans, with "Rather than traditional Rune Priests, in these cults the shamans tie themselves to the spirit, gain what few Rune spells are available, as well as the ability to teach the spirit’s magic to their followers.", so just replace "Rune Priests" with "Shamans" in the Black Fang writeup and amend the paragraph. p416 "However, any ability listed on the adventurer sheet at or above 75% with an experience check box cannot be trained—it must be improved through experience." and p417 "As with training, an ability listed on the adventurer sheet at or above 75% with an experience check box cannot be researched—it must be improved through experience.", but p417 under the Training Cost Table has "* If ability can be trained above 75%.". These are inconsistent statements. p417 "No characteristic may be increased for any reason (except through magic) beyond the maximum amount rollable on the characteristic dice (in most cases, 18 for humans) plus the number of dice rolled (2D6+6 counts as 3 dice for SIZ and INT, and 3 dice for the rest). Thus, humans may not normally have any characteristic higher than 21.", but p418 has "To determine if POW increases, add the adventurer’s maximum rollable POW not including any Rune characteristic modifier (i.e., 18 for humans) plus the minimum rolled POW (3 for humans)." and "Example: Harmast wishes to increase his DEX through training and research. His species maximum for DEX is 18, and the minimum is 3. Together, these equal 21. ", the last 2 are not consistent with the first. The first is the RQ2 way, the last two are the RQ3 way.
  3. Character generation says that you can choose or roll handedness. It says that dragonewts are left handed, but doesn't mention that chaos is left handed, as was the case. We always used to joke that it was easy to detect an ogre as it would be left-handed.
  4. In my experience, just pick a method and go with it. The Resistance Table is fine, if you think that POW is the thing to use. In fact, I was nevr sure why the Resistance table was dropped in the first place, it is simple to use and fairly elegant. However, it does fall down with large Characteristics - POW 210 vs POW 200 means almost guaranteed success even though the proportional difference is slight. Opposed POWx5% Rolls is a bit more along Mythras lines, you use POW as the main stat and then use Mythras opposed rules to work it out. Having a different skill entirely is what Mythras uses at the moment, so you could use WillPower as that. But, what I wouldn't do is have some things use the Resistance Table, others use Opposed Characteristic x5% rolls and other use WillPower.
  5. Thanks, they have Mythic Greece, which is going to be one of my favourites I am sure. Alephtar Games are Kickstarting a Nippon game for Revolution, as well, so there are at least 3 companies producing Alternate/Mythic/Fantasy Earth supplements on an active basis.
  6. Not sure about the name, but Joerg's post is broadly what was discussed at EternalCon. Sounds good to me. As for other publishers, there's plenty of room for everyone in Fantasy Earth. Chaosium has Land of Ninja and Vikings, as well as Mythic Iceland, Blood Tide and a host of things for BRP. Alephtar has Stupor Mundi, Crusdaers of the Baltic Coast, Winds in the Steppe, Celestial Empire, Merrie England (3 versions) and has a Kickstarter planned for Nippon. Mongoose has Deus Vult, Vikings of Legend, Samurai of Legend, Pirates of Legend and Land of Ice and Stone The Design Mechanism has Mythic Rome, Mythic Britain and Mythic Constantinople We have Dark Ages Cthulhu, Cthulhu Invictus and Val du Loupe. Cakebread & Walton have Clockwork and Sorcery, Renaissance and Pirates & dragons Mystical Throne Entertainment have Ultimate Mongol Empire Guide, Ultimate Roman Legions Guide and Ultimate Three Kingdoms Guide Please forgive me if I have forgotten any, but most are listed in the Alternate Earth Supplements, which I need to update.
  7. Here is my review. Very short summary: I liked it and may well use most of it as my default RuneQuest, but with Revolution skills.
  8. That is excellent news, long awaited. HQ, or whatever it will be called, needs the support that OGL will give it. At its core, HQ is a fine, elegant system. It slows down when too much is bolted on for no reason other than to complicate it. This is what was discussed at EternalCon and presumably at UK Games Expo as well, glad it is out in the open. As I have mentioned before, Superheroes is a genre that HeroQuest fits really well, straight out of the box. All it needs are examples of Character Creation and templates for Hero Types. SciFi would work as well, but that tends to be grittier and gritty doesn't work for HQ. Any setting with very creative magic would work for HQ, as would Urban Fantasy. I can see the Magicians TV Series using HQ very easily, for example, as would The Tomorrow People.
  9. Although Probability Theory is fine, I find that this is the best way of working out exactly what the chances are. I did the same thing in Progress 4GL/OpenEdge to work out success chances for RQ6.
  10. Our Oasis has so much fruit that we can afford to share it. We help support the Nomads, as they are descended from our people, but have forgotten. So, they eat our fruit and take our women, so what, we have plenty of fruit and plenty of women. They'll soon go and someone else will come to share in our bounty.
  11. For me, the Lunar farmers in the River of Cradles, the farmers of Sun County and Sartarites of Pavis County are not Oasis Folk, they are just farmers in Prax. To be one of the Oasis Folk, you need to be descended from Tada's People, you need to be tied to your Oasis, to depend on it to feed you, to drink its waters, take part in its rituals. You know that genert will take care of you, even though he is dead. You know that you don't need to bother with Nomad raids, Lunar tax collectors, Sartarite rebels or even chaos incursions, because everything will be taken care of, as it always has been. That's why people think you are lazy, you lounge about in the sun all day, waiting for the fruit to ripen, only picking it when necessary and storing it away for the rest of the year. Why work yourself to death growing oats or barley when your trees produce enough figs for you and your people to live off all year round? Anyway, who wants to eat oats and barley when you can eat figs all day?
  12. I look forward to far more than just two instalments.
  13. The rules, as they stand, have some variety. You roll on Characteristics, but if they are uniformly low, you can add some points. Runes increase Characteristics. There are options in the rules that allow you to pretty much roll whatever you want. It even says that different ways of rolling up Characteristics will appear in the GM Guide. However, for a game like RuneQuest, having higher Characteristics doesn;t break the game, so if you have 85, 90 or even 95 points to spread across 7 Characteristics, it won't break the game. What might cause problems is inconsistency, so ine player rolling and another uising a Points Buy. I don't think even that will break things, but some players will get their calculators out and say "Your Characteristics before Rune Modification add up to 93 but I only had 90 points to spend, Waaaaaahaaahaaa!".
  14. You are going to hate me for this question, but what will RuneQuest for Famtasy Earth be called? It can't be RQG, as Fantasy Earth is not Glorantha, so would make no sense. Perhaps RQNG for RuneQuest Next Generation, or RuneQuest Not-Glorantha?
  15. Most of thre players in my gaming groups over the years have said "We are heroes, we don't want to be ageing" and we have ignored the ageing rules since then. We'll ignore them in RQG as well.
  16. As has been mentioned, you can split any number of points across characteristics. Just because it isn't in the rules doesn't mean you cannot do it. Rules are guidelines to help you play, not constraints to stpo you doing enything else.
  17. I think the Sorcery diagram is different to the other rune diagram, as it looks at different things. However, assuming the cross lines of the pentagram in the OP indicate sub-runes, the text and diagrams do not agree. However, it is not really clear if that is the case, as the diagram itself does not explain much. The Rune Order certainly agrees across all of them, i.e. Air trumps Fire/Sky, Fire/Sky trumps Darkness and so on.
  18. I am not sure about that. Jeff was very keen to say there would be a Fantasy Earth line stretching across Europe, so expect some focus on that.
  19. A World based on Magic, perhaps?
  20. soltakss

    God runes

    If it says in the runes that it isn't for PCs, just ignore it. If you can have a rationale as to why a PC gets it, then use that. RuneQuest shouldn't be about "You can't have this", except for very specific cult/cultural conditions.
  21. There is also RQ SciFi which merges the Traveller and MRQI SRDs.
  22. For me, HeroQuest is more about the spirit than the letter of the rules. If you think that Ceremonialist should be under Harmony then put it under Harmony. I can see why it is under the Earth Rune as Ernalda's prime rune is Earth, so a subcult should be about Earth and something else.
  23. I like the example of Yelm families, they worship Yelm as an overall ancestor and as the Emperor/Sun, but also honour their own Yelmic ancestors, stretching back to Yelm himself. They can recite their family trees and summon powers from their ancestors in much the same way as a Daka Fal shaman. However, they use a Yelmic drum, with bells and whistles, dance a Yelmic ballet and recite Yelmic prayers when doing so.
  24. The Storm pantheon killed a lot of Dragons - Vadrus killed one to liberate the Blue Woman, Orlanth killed Aroka to liberate Heler, others are there but don't immediately spring to mind. What Alakoring did, I think, was to collect the various Storm Pantheon powers and, probably, use the Carmanian Demonizing ways to systematically break dragons. That was different, no longer do you go out to kill a Dragon and come back a celebrity, instead you go out to kill dragons.
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