Jump to content

soltakss

Member
  • Posts

    8,448
  • Joined

  • Last visited

  • Days Won

    215

Everything posted by soltakss

  1. I would roll Cult Lore (Issaries) without a penalty. He will know what Orlanth did on the HeroQuest, as that might be well known, but he might not know why Orlanth did it or the cult secrets around Orlanth's actions. You can, in theory, learn Cult Lore (Orlanth) without belonging to Orlanth, but Orlanthi might not like it. As an Issaries cultist it should be OK. If you have both Cult Lore (Orlanth) and Cult Lore (Issaries) then you have a choice of which to roll. In that case, I would make a single roll and if it is under both skills you know from both points of view, if under Cult Lore (Orlanth) but not Cult Lore (Issaries) then you know the Orlanth knowledge and if below Cult Lore (Issaries) but above Cult Lore (Orlanth) you know it from the point of view of Issaries. Yes, that works as well. You learn about Cult Lore (Orlanth) without being a worshipper. same would apply as above, in my opinion. You could have Lore (HeroQuest), Lore (Lightbringers) or Lore (Specific HeroQuest) and use the same method as above. The alternative is to go in blind and hope for the best. You should have an idea of the myth, so you are not completely blind, but it depends on how well-known the myth is.
  2. One way of handling it is to give less than the 5 points of spirit Magic gained from membership of a cult, as they would be Lay Members at best. So, you might get 3 points of Spirit Magic, for example. assuming Initiation at 15, you might get 1 point at 7 and a second point at 14, with the rest on initiation. However, for PCs, if you are playing a child character then it is an Adventurer and should get the full 5 points.
  3. It would be good to have a Community Content for the less-supported Chaosium products like Magic World. obviously, things like Elric and Stormbringer wouldn't suit due to licensing issues, but having a site for various odds and ends would work.
  4. I bought it without the preview, but haven't had a look at it yet. By the way, previews are always tricky. I normally email Meredith with the file for the custom preview, but forgot for Book of Doom.
  5. All good hobbies in themselves. Combine them with painting, sculpture, flower arranging and interpretive dance and the vampires are happy.
  6. That makes sense. I was going to say 1 round per piece of equipment but that works. Putting it on yourself will probably take twice as long, so having a companion or servant to help is probably better.
  7. Come on in, you'll like it, there's lots of new stuff, it's just like Call of Cthulhu or Magic World, look into my eyes ...
  8. Yeah, they all sound good and doable.
  9. In our multi-GM RQ2 book, several GMs had ancient vampires as foes. One had an old villa with paintings on the walls. They started off very basic but got better and better as the artist improved over the years, to the point where they were masterpieces. Then the same with sculptures, then with pottery, as the Vampire started a new hobby and got very good at it before getting bored and moving on to something else. The other GM had a similarly old villa, again with crappy paintings on every wall, some with old scenes and some with new scenes, same with the sculptures and pottery. His rationale was that artistic talent was something innate and you couldn't necessarily teach it, so although the paintings, sculptures and pots were technically quite good, they were artistically poor, so the Vampire never got really good at anything. In both cases, however, the Vampires had hobbies that they stuck to for a long period of time before changing.
  10. Taking another HeroQuest and getting Eurmal invited along, or gatecrashing it might work as well. Looking at a myth and parodying it is a good idea and could easily work. Having Eurmal steal an infinity rune and it turning into a snake that is eating itself but opens up and crawls up his sleeve or up his trouser leg is always good for a laugh. It is worth thinking about what an Infinity Rune looks like: Is it said snake? Is it a mobius loop that Eurmal needs to find the end of? Is it connected to the Eighth Lightbringer or the Eighth Mother? Is it a pair of magician's rings locked together? Is it a pair of handcuffs used to capture Eurmal? (Shades of Who Framed Roger Rabbit, with him slipping out of the handcuffs, could you always do that? Only when it was funny).
  11. It depends on how you see Gloranthan nobility. One way of it seeing it is that the first child will rule, the second child will rule if the first child dies, the third and fourth children serve the first or second child, any more are spares and the family don't know what to do with them. They could becomes tradesfolk, if that is possible, or can be donated to the temples. Some even donate several children to different temples as a form of fosterage. The children know who their parents are and get to visit with them a lot, but they are part of the temple. If they become Temple Leaders then the noble families get some influence with a lot of temples.
  12. Sometimes all you need for a HeroQuest is a good title and Players who want to do it. There are several ways you could do it, with probably more that I can't think of: Traditional: You take a myth, break it down into segments, or stations, then run the HeroQuest as a magical scenario covering those Stations. Improvised: You take a myth and just run it as a scenario without putting in too much thought as to how the different segments hang together Seat of your Pants: You go onto the Hero Plan and the GM and Players simply tell you what is happening while making it up as you go along Scary: You go onto the Hero Plan and the GM simply tells you what is happening while making it up as you go along The difference between Seat of Your Pants and Scary is that the Players do some of the driving in Seat of Your Pants, but in Scary they are just dragged along. As you don't have a Myth to use, Seat of Your Pants and Scary seem like the best options. You could always do something similar to the Limerick Game that the Goons used to play, where one starts off a limerick with one line and the others contribute a line and see what they get at the end. It produced the following gem: "There was a young man from Bombay, Who on a Slow Boat to China one day, Was trapped at the tiller, By a sex-crazed gorilla, And China's a bloody long way!" So, each of your Players could contribute a line or sentence to the myth and you could use that. As for how the HeroQuest works, Secrets of HeroQuesting goes into that in some detail, as do Arcane Lore, 13th Age in Glorantha, Six Seasons in Sartar and various other supplements. I wouldn't make an Eurmali HeroQuest any different from any other HeroQuest, except that Eurmal has no rules and doesn't mind breaking a HeroQuest. The important thing is to know, as a GM, what the end results of the HeroQuest are. So, Eurmal steals the Infinity Rune then loses it. so, does Eurmal gain powers from that? Does Eurrmal give powers to someone else? Does Eurmal gain powers from the events of the HeroQuest? as they are trying to stop Harrek, do they find the Infinity Rune and give it away to someone else, making them a Super Hero who can stop Harrek? Maybe one of the Adventurers gets the Infinity Rune? Maybe it's one of their enemies? 13th Age in Glorantha has the idea of Complications that you get when you do a HeroQuest, that might be a good way of doing things.
  13. I am not a native english speaker so, by "cracking" you want to say that it doesn't work well, have flaws? Sorry, yes, as Nick points out, cracking means very good.
  14. Yeah, but the point of this thread isn't what you would actually like to do in play or what you expect to get away with with your GM – it's exploring the reach of the rules. As a Player you present an argument that "according to the rules I can do this", then your GM is forced to agree with it or to shoot it down in flames, at which point you can complain bitterly about unfair GMing decisions. This thread simply helps you to come up with the convincing argument in the first place.
  15. I have a writeup of Vivamort in Secrets of Dorastor, if that is of interest. The spells are in the Book of Doom as well. I give them a spell that allows them to drain Runemagic. Only for undead, in my games. The writeup mentioned above contains a way of using sacrifices for enchantments etc. Sounds OK. Again, it sounds OK. You can always adjust things on the fly when you run the scenario. You did, but the spoiler tag functionality no longer works due to an improvement in the board software.
  16. I can't remember, to be honest. It might be in one of the HW supplements that I don't have as PDFs.
  17. I know, but it's mate was a cockatrice that could freely roam the Tower of Lead and the Statue Garden, so I felt much better about that.
  18. Nothing has been officially written up for a rat-deity or wererats, but there is no reason why Glorantha wouldn't have them. I can see a Rat Cult and wererats being found in Nochet, especially in the sewers. One of the Hero Wars or HeroQuest supplements had an episode where you met a rat/mouse deity, or its avatar, a very odd scenario.
  19. No, I think he is just saying that you are more smug than he is.
  20. Not me, you are the new improved Chaosium.
  21. Fun, fun, fun. In my Glorantha, yes. Officially, probably. It used to be. I think it counts as a 2 or 4 point spell, but it is hard to remember. They can back it up with MPs though. If they make a Sense Chaos, sure. If they make a scan before they get glared at, sure. Although, in the Tower of Lead I had a Basilisk hidden in a secret room with a little peephole that it could look through and ambush trespassers. That was funny, as one of the PCs made a critical Spot Hidden (Scan), saw a peephole with an eye behind it and decided to peer through it anyway. The look on his face when I said he could see a Basilisk's eye was priceless. One Divine Intervention and flurry of violence later he was very cautious and proceeded to check every window and keyhole with a mirror on the end of a stick first. He scouted ahead and came to a throneroom, looked in and saw three empty thrones on a dais and was about to go in when the player saw that I was trying to contain a fit of giggles. The other players pointed out that they were in a Vampire stronghold and he had just seen three empty thrones when vampires don't have reflections. he looked again to se the Vampire Queen, her two Second-in-Commands and half a dozen Vampire flunkies in audience. Damn those giggles. Why not? Acid Blood is always funny and a death stare is great until it is blocked. Having Shield up might protect you from the glare but your precious iron weapons might still get eaten away. Probably 9 points of armour and the same hit points. I'd just have a STR vs 21 to bend the bars, or 25if it's supposed to be hard. That works as well. I'd give powerful Basilisks a higher point glare and weaker ones a 1 point stare. A POW 25 basilisk is always good for a laugh.
  22. It is more of a Rogues' Gallery, with sketches of the inhabitants of the Insula, or city block.
×
×
  • Create New...