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soltakss

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Everything posted by soltakss

  1. That is a good start, as the Adventurers can make a connection with Argrath by helping him to escape from Hell, if he has become trapped.
  2. soltakss

    Andins

    I just assumed that Andins were trolls or demons.
  3. The issue of Weapon Types vs individual weapons has always been a mess. What I would do would be use generic Weapon Types, so 1H Sword, 2H Sword, 1H Axe, 2H Axe and so on. Just give each type a single base chance and don't bother splitting the Base Chance from the eventual skill. I would do the opposite, personally. So, I would have 1H Sword as a weapon type, with a Base chance of, maybe 15. Then I would have a Speciality of Shortsword then using a Shortsword should be better than using a Longsword, Broadsword, Bastard Sword, Scimitar or whatever other 1H Swords you have in your setting. The rules are unclear, or poor, in this respect, but I'd give a +20 for having a Speciality but would have that Speciality as an individual weapon, as you specialise in Shortsword. Just use Boomerang as a Weapon Class and the issue goes away. I would have Thrown Weapon as a Weapon Class which works the same for knives, shuriken, darts, axes and so on. Keep Throw for lobbing bricks, grenades and Molotov cocktails. Similarly, have Artillery as a Weapon Class and have the weapons under that, with Specialities if required. The rules seem a bit backwards here, so it is a matter of interpretation.
  4. By the way, when I get around to writing up the Mad Sultan for Dorastor the writeup will contain various stages of madness, for the Mad Sultan's followers go to the First Battle of Chaos as part of their initiation and have the immense privilege of getting to see the Red Goddess, Beloved be her Name, emerging from the God World atop the Crimson Bat, Her holiest steed, and become insane as a result. It also covers the descendants of the Clown Army, who took the Mad Sultanate into Dorastor. Insane Eurmali Clowns, what's not to love?
  5. It didn't happen, though. Neither Dorastor Land of Doom nor Lords of Terror had Sanity rules for RuneQuest. Most of Dorastor is so terrifying that it is a case of Oh, look, it's just another monst-aaagh!"
  6. Yes, if they are non-magical. I play that there is an intermediate form that Telmori can choose, like a humanoid wolf, the classic werewolf. Not all Telmori can choose that form. I also play that Transform Self allows Telmori to transform into a wolf and that the other Telmori spells enhance that form, otherwise it takes 8 points to turn into a wolf, which is rubbish. Yes, that's what I play. Maybe, I would say that they could match Instinct against Intellect to see which form wins (Maybe match Beast vs Man Runes).
  7. https://www.kickstarter.com/projects/exaltedfuneral/abyss-of-hallucinations-collected-edition Courtesy of a Drew Montgomery Facebook post. I have no idea how compatible MÖRK BORG is to Call of Cthulhu, but it should give some useful ideas.
  8. Thanks! It was based on RQ5, as that had an OGL Licence. RQ5 is very similar to Legend or fairly similar to Mythras.
  9. In our River Voice/Arganauts Campaign the Adventurers went to the Dead Place in search of a lost piece of Genert. All was going well until their copper limbs stopped working. As many of them had two copper arms, or two copper legs, they had to drag themselves out, or move without use of their arms. The Adventurer who had become a Copper Warrior, made completely of copper, effectively became a statue for their stay there. He was most irritated but accepted that it was perfectly fair, especially as the decision to go there was theirs alone. They did find a piece of Genert there, so the trip was not wasted.
  10. Assuming you are right and Luck is the lower half of Fate, what is the upper half of Fate called? It is still Luck, just upside down, maybe Bad Luck.
  11. Sure, Story Points work well for Doctor Who, as the characters do things that normally would not work.
  12. In that case, I would suggest having minor modifications to standard weapons, so you could have a larger battery for a blaster, or stabilisers, or even give brand little benefits, for example + 10 to hit, or no recoil.
  13. I would say Maybe and Yes. A Lhankor Mhy cultist at a Buserian Temple could sacrifice for those spells that are common to the Cults as well as any spells available to Buserian but not to Lhankor Mhy. As for Associate Cult spells, they probably can get them. A Buserian cultist at a Lhankor Mhy temple might not be able to sacrifice for Buserian-specific spells unless the temple had a Buserian shrine. It's like a Praxian follower of Little Brother through a Spirit Cult entering an Orlanth Temple for the first time. They might be overwhelmed by the magic available through the myths being recounted at the Temple.
  14. Personally, I am a big fan of a shotgun being a shotgun, with them all being the same. The alternative is to have numerous tiny variants for no real reason other than to show off the author's knowledge of real-life firearms. That approach just bores me. For SciFi, I tend to go for different categories, so Blaster, Plasma Gun and so on. Have a look at my RQSciFi take, as it contains several categories of weapons with RQ-style damage that should be pretty much compatible with BRP.
  15. My take was that Jeff thought that they are too similar to be interestingly different, so they are the same. You can rationalise it as Buserian being Lhankor Mhy at the Court of Yelm and "normal" Lhankor Mhy being Lhankor Mhy at the Court of Orlanth. The two sets of myths are different as they deal with different deities. This is similar to how I see Elmal as Yelmalio at the Court of Orlanth. Yes, of course. There is nothing wrong with a Deity having different spells in different places. It can be explained by the myths being remembered differently, or by different myths having prominence.
  16. For me, I don't really see Thed as one of the Grain Goddesses, it doesn't fit. However, she might have been associated with a grain at some point, who knows? I see her as being, like many, an animal goddess, associated with goats and then Broo. She is a Wronged Goddess, for she was abused and denied justice, so she took her revenge in the worst possible way. You could see her story as entirely that of a victim, or you could see her story as purely about vengeance, but I think that it is more nuanced than that.
  17. Not official, but Leon (@Godlearner) likes Sorcerers so there are some Sorcerers in the Holiday Dorastor series on the Jonstown Compendium.
  18. Why not? There could be a mythical component, re-enacting a mythical contest. One of the many good things about the Spartacus TV Series was that the Gladiatorial Events could be religious rites, so Spartacus winning an event caused rain that broke a drought. This would work in Glorantha, too. Guessing its for both and more depending on where the combat is being conducted and how, the participants? Definitely both, in my Glorantha. The Ten tests can be seen as a form of Gladiatorial Contests, for example. I vaguely remember the Red Emperor rocking up to kill Sheng Seleris' nephews in their go at the Ten Tests, and also a version where the contestants were permanently killed, for the first time, which caused the spectators/families to be most put out.
  19. Argan Argar sounds good to me. A Trollkin Scribe would probably be powerful, or useful, enough to be able to join Argan Argar, after all, the cult fields phalanxes of trollkin spearmen.
  20. That applies to an awful lot of the RQG Rules, unfortunately.
  21. Grave Robbing happens a lot. Humakti wouldn't like it, as they like to honour the fallen. Similarly, Ty Kora Tek won't like it, as you are disturbing graves, and graves are sacred to the cult. Orlanthi might see it as a desecration but probably won't care much. I suppose the question might be "What happens to the deceased person and their grave goods after death?" If the grave goods go with the deceased to the afterlife on burial then it is OK if they are then taken, as the deceased still has them in the afterlife. However, if the grave goods remain with the body, then removing them also removes them from the deceased's spirit in the afterlife, potentially robbing them of those items. That would be really bad for the spirit and anyone who the spirit can contact.
  22. He was a Hero and could have been reincarnated in some way, or could have returned to the mortal world. Stranger things have happened.
  23. It depends on what you are interested in. The Glorantha Sourcebook gives you a good overview of mythic and actual history for Glorantha as a whole. Cults Mythology gives you a good rundown of the Monomyth and general mythical history. The Guide to Glorantha gives sketches of all the areas of Glorantha, which is useful if you want to know about a certain area, but it won't go into any great detail. Individual Cults books detail the cults in a pantheon, which roughly correspond to areas of Glorantha. So, if you are interested in Esrolia then read the Earth Cults book, for Sartar or other Orlanthi areas read the Lightbringers Cults books and so on. They give you background on the cults not on the actual places, but Cults are really important in Glorantha. After that, it really depends on which areas you want to focus on. There are a lot of out of print supplements that cover particular areas, and many Jonstown Compendium supplements fill in certain areas. Chaosium are bringing out areas-specific supplements in the future, I believe, but they are not available yet.
  24. A lot of King of Sartar has been included in newer works, so it is not essential. However, it is still very useful and has everything in one place, so I would recommend it as a good read with a huge amount of Gloranthan content. Much/most of it has now been replicated, though, so you might feel cheated if you have the newer supplements.
  25. I would just ay that the body stays in a fit state for seven days, so that the body can be resurrected. It just makes things easier. Unless you as a GM rule that embalming stops Resurrection. That might be a valid point, as you are preparing funeral rites for the body. Personally, I wouldn't, as it is a bit harsh on Adventurers. If someone kills another person, say by lopping the top of their head off, and you cast Heal Body to heal it, the body can be Resurrected. If the killer takes spoon and eats the brains immediately after killing them, does that stop a Resurrection? I'd say that Heal Body repairs that damage too. Heal Body allows for the regrowth of limbs, and presumably other organs, so it might be possible to be Resurrected after that. It all depends on the stance that the GM takes. If the GM rules that the organs, for example, the brain, need to be regrown then is it possible to do that in the seven day limit? Healing Trance multiples healing eightfold, so a week is the equivalent of a Season's regrowth. However, Heal Body says "This spell cures the total damage done to a body, regardless of hit location or source. The target heals all damage from total hit points and hit location hit points. Any severed limbs reattach if available, or regenerate if not". So, that says to me that Heal Body is enough to regenerate organs messed up by the process.
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