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soltakss

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Everything posted by soltakss

  1. The Husband Protectors were usually when Orlanth was away, or before Orlanth and Ernalda married, so were marriages of convenience until Orlanth came back. Anyone who offered protection against particular enemies would probably have been contenders.
  2. Same thing in a campaign I know about, but at 200%! The rules probably allowed it, but it makes a very limited PC. The GM allowed it for a laugh, as CoC PCs generally don't last long anyway, so it didn't make much difference.
  3. Thanks for the link - He must have had a sore throat! He's a bit later than Land of Ice and Stone, Late Neolithic/Early Copper Age, but still interesting. My take is that Paleolithic Homo Sapiens were pretty much the same as we are, perhaps more robust due to the harsh climate, but essentially the same. So, they would have sounded and looked like us. Neanderthals might have sounded different, but not that different. I am firmly in the "Similar branches of the same tree" camp, inj the same way as in the Earth's Children series of books.
  4. Until she has the Repurification Ritual she is stuck with zebras or horses, probably. After the Ritual she counts as a virgin and can ride a unicorn again. I normally play that a Unicorn rider must quest for a new unicorn.
  5. Orlanthi marriage is consensual and follows the Orlanth-Ernalda model. However, there are other ways to marry: Orlanth took many concubines on HeroQuests and these can be gained by HeroQuesting, perhaps to legitimise otherwise taboo relationships Wives can be taken from other clans by force, HeroQuesting can be used to legitimise the act, in the same way that Vadrus and Gagrath did Heort married a daughter of Tada, I can't remember of this is the Foreigner's Marriage, but this certainly allows non-Orlanthi to be brought into the clan as wives Heler joined the Storm Tribe through marriage and this is a way for a man to join the clan through marriage
  6. The dragonewts were enslaved by Nyslaor as a result of this, I think, but were only released when the Inhuman King performed Utuma, unless I am remembering things wrongly. So, the Dragonewt Curse had some effect, just not the same as the trolls.
  7. Imagine a Llama with a long, thick neck, not as long as a giraffe's but not far off. The picture above has one right in the middle.
  8. In my experience of using Special Effects, they slow the game down in two ways: Player Unfamiliarity - having to look up what each Special Effect does each time they are used slows down the game Too many choices - Whenever our players have choices, they take ages weighing up the things to be chosen So, they can slow the game down, but I would expect that a group of players who are used to Special Effects and know which ones they like to use, combat should be faster and easier.
  9. It might be that Yara Aranis hates Sheng Seleris more than Argrath, after all she was created to fight Sheng Seleris. When Argrath and Sheng Seleris part ways, Sheng Seleris kills the Red Emperor and become Emperor himself and becomes even worse than the Red Emperor. At this point, Yara Aranis would probably be a bit annoyed at Sheng Seleris, who has just killed her father and ruling god, so it would make it easier to recruit her against Sheng Seleris. However, turning the Glowline into the Reaching Storm is a major HeroQuest as it changes the very nature of Yara Aranis.
  10. The Bashkorts had the "Three Arrow Trick", whereby their archers pulled out three arrows, held two in their mouth and fired the third, thus allowing the second and third arrow to be fired more quickly, as mouth to draw is faster than quiver to draw. I have seen paintings of this and it is a staple part of descriptions of batyrs, so I have no doubt that it happened.
  11. Yes, that is right. It is very difficult to swing two axes at the same opponent at the same time, an axe swing requires a lot of balance and swinging two effectively simultaneously is very difficult. The first axe hits when the viking falls, the second hits when the viking swings the second arm. That's how I would play it. The problem is that the player is trying to make two simultaneous attacks and the rules don't normally allow this. If it makes a difference in your game then house rule it or give a special ability that allows the PC to make two simultaneous attacks without a strike rank delay.
  12. The way I normally do it in BRP-style rules is to apply a penalty to the shot (Hard/Very hard) - Success means disarmed. I don't have a STR vs STR roll as it is the shock/impact that disarms.
  13. I play that everything is a keyword. It just makes more sense to me.
  14. In our last RQ session, the PCs took a drink from the Well of Wisdom. One player argued that he could get a Species Max INT increase attempt, as gaining Wisdom relates to a possible INT gain. I agreed and we normally charge 3 Hero Points for the attempt and the chance is (Species Max - Current) x 5%, giving him a 25% chance of succeeding. now, we allor Hero Points to be spent on rerolling rolls/Flipping digits/making it when just failed (within 10% of the target number), so in theory he effectively had a 28% chance of success but would succeed on rolls such as 61, 82 and so on. It took him 11 Hero Points to succeed! he rolled 87, then 76, then 58, then 97 and so on, getting more and more determined on each roll,eventually becoming exasperated when he couldn't roll either dice below 50. I advised him to stop after 5 rerolls, but he was not to be denied. Eventually, he succeeded by rolling 50 and flipping to 05, a Special, which we play allows 2D3 to be rolled, choosing the best. He rolled 3 and said it was worth it as his PC was now cleverer. Everyone else questioned how clever the PC really was to blow 14 Hero Points in a single characteristic increase. By the way, they had just finished a HeroQuest to unite all the World's Waters, turned the Syphon backwards to flow properly, banished the Gloomshark and Krarsht, so I had given them a 2D6+6 Hero Point gain and I think he rolled 15, so his net gain was 1 Hero Point. It doesn't really advance the discussion, but we laughed so much I thought I'd share it ...
  15. What we tend to do is allow Species Max POW to increase by doing certain things, for example by participating in a HeroQuest. Over a period of time, Species Max POW crawls up, allowing a PC to have a higher POW and have a good chance of increasing it.
  16. I do hope that isn't a challenge!
  17. That's what Heroes are for. Heroes reveal truth about their deities through HeroQuesting. If you want to reveal a secret about Foundchild, then learn his secrets and HeroQuest. You will probably start a subcult of Foundchild with yourself at the head, but it would be a Foundchild secret.
  18. On a tie, nobody wins. So, a PC sneaks badly but the guard isn't paying attention, doesn't hear and the PC gets away with it. An NPC sneaks badly and the PC doesn't hear, so the NPC gets away with it. As for PCs, they get enough breaks anyway and they should pay a Hero Point/Fate Point/Luck Point/Whatever to get a better roll.
  19. When everyone tries the same things, they end up with the same skills. It isn't something I particularly like. I remember the RuneMasters supplement, where everyone had 90% Riding, Jumping, Climbing, Spot Hidden, Spot Trap and so on, which reflected our RQ2 characters at the time, but everyone was the same. I prefer some variation in skills. If a party is walking through an area and the GM asks everyone to make a Perception roll, to spot an approaching lion,how is that not stressful? Everyone has a chance to succeed, which increases the chance of success. Or are you saying that only one person should make the skill in order to get a tick? In the case of picking a lock, I can see that subsequent rolls might be harder, but they should be able to be attempted. Are these spamming? I honestly don't think so. A wizard is a wizard whatever he does in the scenario. Does he stop doing wizardy things, just because he hasn't stated that he does so? Of course not, when camping he'll be reading his books and practising spell casting. When riding through a wilderness, he'll be recalling spells, reciting rituals, reading books and so on. All of that allows the wizard to take an experience roll, in my opinion. There is another kind of RQ silliness where someone could use a skill 12 times and end up a master (12x6=72, plus starting skill/bonus of 18). I have no problem with this at all. Personally, I like the POW economy, it makes things simple and means that PCs can spend their POW how they want. I would expect that PCs should get a POW gain roll every session.
  20. In a game it's fine.Brendan the Navigator encountered icebergs and frozen water, so wasn't too far from Greenland. He seems to have landed on the American continent, so Greenland isn't too far-fetched. Mael Duin also seems to have seen an iceberg. Celtic monks seem to have been to the Faroes and Iceland, so Greenland is not too much of a stretch.
  21. I have used an Experience Spend system for a long time and it works in our game. Players spend Hero points (We merged Experience Points and Hero points very quickly, to be similar to HeroQuest) to get an increase in a skill If the player succeeds in an experience roll in the skill the skill improves by 1D6 (Treat 1 as 2), otherwise the skill improves by 1 Players can spend Hero Points to reroll/flip the Experience Roll on a failure, as it is just a roll There is no need to have used the skill in the session/scenario As for the endless arguments, what's the point? Find a way that suits you and use it. There's no point in saying that someone else's way is wrong as it is right for their game.
  22. We have always played the Defender's Damage Bonus is used, as he is striking the attacker's weapon. The only place we use Attacker's Damage Bonus is when setting a spear. From memory, two-handed weapons can be used to both attack and parry, so if Rurik had a 2-handed long spear then that would make sense. It is not an improvement, just something you can do. It does, however, allow flexibility, as a 2-handed weapon can only be used to attack and parry, but 2 weapons can have 2 attacks one round, 2 parries another round and an attack and a parry a third round. Are you talking RuneQuest Classic Edition (RQ2) or RQ3? I remember that a Critical Hit in RQ2 ignores armour, or does double damage if the opponent wears no armour. I cannot remember double damage against parrying weapons, but that might be because we never used that rule. Yes, absolutely. If the armour is damaged on one Strike Rank and loses some armour points then later hits use the reduced armour points, but the armour protects against all blows.
  23. soltakss

    Which to get

    Borderlands and Beyond is probably easier to run as it has a series of interconnected adventures. Griffin Mountain is an excellent sandbox but might be a bit harder to run. If you got Pavis & Big Rubble as well, you could do Borderlands, then do the Cradle, then go to Griffin Mountain through Gonn Orta's Pass, then return to Prax when things had quietened down a bit and finish with the Rubble Scenarios.
  24. You are trying to get me to part with all of my money - Back Foul Fiend!
  25. The game looks amazing. I saw a game of Cthulhu Wars at Continuum last week and the figures looked good. However, I personally have zero interest in owning such figures, so the Print and Play is perfect for me.
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