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styopa last won the day on March 28

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About styopa

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    Senior Member


  • RPG Biography
    Been playing RPGs since 1979, incl RQ since about 1980.
  • Current games
    RQ(3), BRP, D&D5e
  • Location
    Mpls, MN
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  1. Northern Pamaltela is where I imagine them, certainly, but like the invasive supercolonies of ants in Spain, I could certainly see them in Teshnos. They're essentially intelligent tree frogs, they could probably live anywhere yellow elves thrive. In fact, that's one of the facets of their existence I haven't really worked out for certain myself: their relations with yellow aldryami. By default, the Grung should hate elves like everyone else, but I can't see Errinoru putting up with such an intelligent hostile species... unless we posit their toxins aren't effective against vegetable life (or at least are less potent) in which case they'd be a very natural ally
  2. I'll note however that I wasn't talking about (nor have I ever seen) c&s5, my comment was based on my experience with c&s which was 1 and 2. For example, RQG character creation only remotely approaches the complexity/length of c&s2 chargen.
  3. (This is not my own creation, but my RQ conversion of a 5e creature I thought was interesting and filled a useful ecological / monster niche, the Grung. Artist credit: Shawn Wood) The Grung are a race of small, intelligent amphibians found in the depths of tropical rainforests. Their bright colors and “cute” appearance belie martial ferocity and an inherently savage nature. They survive in their very hostile environment by being extremely territorial and tenaciously aggressive to perceived threats, in particular other sapient races, verging on species-wide paranoia. Unfortunately, this means they are difficult to interact with as their solutions to any conflict run toward the genocidal. Grung society is based around small (<200 member) tribal clans, usually scattered across a handful of settlements. Tribes tend not to cooperate unless the threat is massive, and rarely fight each other. They are rigidly caste-based, and life roles are identified by skin color at birth: Green: Warriors, physical laborers, hunters. ~60% of the population or more. Blue: Skilled workers, craftsgrung, administrators. ~30% Red: scholars, shamans make up no more than 5% of the populace. Orange: elite warriors are about 10% of the fighting forces, or 5% of the overall population. In conflict, Orange Grung may command any other Grung but Gold. Gold: ruling caste. No more than one per tribe. Grung are widely feared for their potent toxic skin. Any predator in their biome recognizes this coloration as a warning that even a lone Grung is not worth trying to eat. The poison effect is immediate on contact with most living things, and is POT = Grung’s CON. A Grung cannot refrain from affecting a touched victim. If the poison is somehow washed from a Grung’s skin, it will regenerate to full potency within 24 hours. Their skin color reliably predicts the effects of this poison (all sustained effects last 25r unless noted): Green: (vs target CON) – simple damage poison, resist for half. Apply no more than 3 points to target’s hp per round, at the end of each round, until total damage applied. Blue: (vs target STR) – if success, that location is paralyzed and useless; special +1 adj location*, crit+2 adj location* (*ROLL for affected location; if non-adj location is rolled, then that extra paralysis is lost) Red: (vs target INT) – if success, target hallucinates; roll before each round, target must FAIL INTx5 roll to function in that round, otherwise considered Befuddled. Orange: Green effect andBlue effect, simultaneously. Gold: Green, Blue, and Red effects, simultaneously. Grung are immune to Grung toxins, regardless of caste. There are several ways Grung employ this toxin to useful effect: A Grung can touch attack a target. Dex x5% to hit, dodge or parry completely stops a touch attack. A successful touch on an armored location, the AP of that location resists vs Grung DEX to avoid skin-contact. Natural armor, magical protections do NOT protect against touch attacks.** A Grung can rub its weapon on its skin, giving that weapon the same effect IF it penetrates armor. This costs the wielder 3SR. The effect is volatile; it only lasts a single round whether it hits or not, and would need to be applied again in subsequent rounds. The most likely technique used by trained warrior Grung is the grapple. (Never used by noncombatants.) On a successful grapple attack, the Grung can “apply touch poison” in lieu of any application of damage. Due to their ‘sticky grip’, they are extremely capable in this method. A target trying to break the grapple must use some sort of available tool (and thus their effective STR to resist the grapple is halved) or if they don’t/can’t use a tool, the Grung gets an automatic ‘touch attack success’ (per above) on the limb used to push/scrape them off. (ie only the victim’s armor might protect them) Squirt: once per day, a Gold Grung can squirt its poison from its eyes, targeting one victim (Grung SIZ/2)m away. ** some might argue this is unfair, but protective magics must be somehow permeable to simple contact or a protected individual couldn’t hold anything or touch the floor or possibly breathe, depending on interpretation. Use your interpretation. Other notable features: Grung never wear armor, and employ the sorts of weapons one would see in a primitive culture - blowguns, darts, javelins, light spears, knives. They are well aware they're not built for slugging it out in melee...but knowing their inherent advantage they aren't afraid of it, either. They will definitely use the intimidation factor of their toxic skin to their advantage, when they can. Grung will almost never be encountered in groups of less than 6: 5 'workers' and at least one warrior always watching. War parties could be thirty or more. Golds often lead large or important attacks - the importance of Grung survival is as big a deal to them as it is to any Green. They just know they're an important piece on the board, but not irreplaceable. A Grung Red is likely to be Shaman or apprentice Shaman. They are likely to have their full POW in spirit magic, including at least Spirit shield 2 - the Grung hate/fear spirits and will never employ them themselves. Their village defenses will often be biased to protect heavily vs spirits. Oranges will have half their POW in spirit magic known, invariably combat magic, up to 3 point spells. Golds will have their full POW in spirit magic spells up to strength 6. Some may be worshippers of appropriate Forest/Jungle/Southern gods - Aldrya, Pamalt, etc and may have divine spells. Grung only move half human speed normally, but their sticky pads allow them to move on nearly any surface (including vertical or inverted) at full speed. In lieu of their move, a Grung may JUMP up to 6m in a round. Dex*4 to ‘stick’ the landing if it’s tricky. Trained Grung warriors will often open combat with this surprise jump into a grapple attack. Grung Orange/Gold have a “Chirr” sonic attack – once per 24 hours, they can ‘chirr’ piercingly loud. Non Grung within (Grung POW/2)m radius must resist Grung POW vs their CON or be befuddled for 1r. Grung are HIGHLY organized. Warriors will coordinate their attacks intelligently; they will use feints, bait, tricks, and even traps to direct victims into killing zones. They will seriously evaluate opponents, and wait for reinforcements in order to ensure overwhelming force. Golds/Oranges will cascade their ‘chirr’ attack to (hopefully) befuddle targets for sequential rounds. Oranges will lead small parties to flank/surprise targets. Noncombatant Grung will certainly try to flee any combat BUT there will always be a follow-up war party launched to investigate (read: implacably pursue and destroy) any threat. Once all Green/Blue/Red Grung are incapacitated, any Gold will always seek to escape, and Orange to protect that escape. All Grung will fight to the death to protect the Gold. Golds, if no other option is available, may surrender/negotiate. STATS: Green, Blue, or Red Orange or Gold STR 2d6 2d6+4 CON 2d6+2 2d6+4 SIZ 1d6+1 1d6+2 INT 3d6 3d6 POW 3d6 4d6 DEX 3d6+2 4d6+2 CHA 3d6 3d6 Random Common Grung: Blue, Red, Green (sorry, this is based on heavily modified RQ3; adjust to your rules flavor) Random Elite Grung: Orange or Gold GM's note: play the Grung as intelligent but paranoid sociopaths, interested in nothing but the safety/survival of the Grung collectively. They can be dealt with (delicately) but are sensitive to the slightest offense or possible threat. Utterly selfless in subordination to their tribe and the Grung generally, they're neither stupid nor reckless. Their sole moral compass is the safety of the Grung.
  4. If you really want to be pedantic, Google offers 15g free with any account, so no, you could just open a series of google accounts and copy to infinity. So...no?
  5. Having run a rather long campaign, I thought it might be helpful/fun for new GMs to see some of the collection of "new" monsters my players have encountered over the years. So as long as people care, I'll try to post one per Friday. Some might be particularly interesting one-offs in the great tradition of Chaos beasties scuttling, strutting, or slouching across the face of Glorantha. Others might be whole new species that aren't canon of course, but I find that leaving books and predictability behind is integral to keeping a campaign fresh. Mana Flies Known by many varied and colorful regional epithets across Glorantha, these in-a-way-harmless pests can prove devastating to the unprepared. Mana flies are a pestilential swarming insect that feeds directly on magic. They are nearly impossible to see until they've fed on mana, at which point they begin to glow faintly like insubstantial fireflies. Believed to originate on the spirit plane, they have long since found the material plane to be a comfortable (enough) hunting ground. They are often found near the scenes of past magical disasters, or wherever the barrier between the material and spirit realm is thinner than usual. They will not come out in direct sunlight and can be (temporarily) driven off with bright enough artificial light. They are unlikely to be found in populated regions, unless some recent magical event may have pulled some into our plane. Relatively fragile creatures, they are easily destroyed but in larger swarms it is hard to kill them quickly enough to avoid serious danger. A typical swarm will be 1d12+6 flies , but they can be attracted great distances by powerful magic like moths to flame. A large party of heavily-enchanted individuals regularly wielding potent spells could find themselves the subject of a 5d12+30 swarm or more, descending on their quiet campsite in the middle of a dark night. Once the population of a swarm is determined (and this generally should only vaguely be communicated to players) the swarm divides evenly across every mana-generating source in the group that currently has >0 MP. This includes beasts, pets, and even POW crystals (but not MP crystals). (Example: a swarm of 38 Mana Flies attacks a party of 4 characters, 2 pets, a mule, and one of the characters has 2 POW crystals - this would mean the swarm is divided by 9 total targets the first round - 4 to each target, with the extra 2 assigned randomly.) Each target is attacked each round by 1d6 flies of this cloud (up to the number attacking, of course) on the first SR and each fly drains 1mp at the end of that round. This attack cannot be parried or dodged and is unaffected by physical armor, although some magical defenses will stop them (see below). (Example: if 16 flies attack two characters, each have a 'cloud' of 8 flies attacking them. Only 1d6 of this cloud actually land on (attack) each character each round.) Once the round is complete, the remaining (total) number of mana flies in the swarm is re-divided across potential victims anew. (Example: using the original swarm of 38 mana flies above, at the end of the first round both POW crystals and one pet have been drained of MP entirely while unfortunately only 6 mana flies have been destroyed. At the start of round two there are now 32 mana flies divided across 6 targets - now each target has a cloud of at least 5 attacking.) Fortunately, they are easy to kill - using one hand, a Dex*5 success swats and kills one, a special success kills two, and a crit kills three flies (remember, this is out of the 1d6 actually landing on the character, not the total cloud of flies attacking the character). A fumbled slap is treated as a non-damage natural attack. Note that most humanoids can attack with each hand in a round if they do nothing else. Generally trying to move and swat them is less effective, reducing movement by half and making the attack Dex*4. Creatures not otherwise equipped with hands/limbs capable of swatting can still make one self-clearing attack each round by biting/scratching, etc. Note that prone creatures moving would generally be considered to be using their hands to move, and would normally only be allowed the default one swat/round. Any attack capable of affecting an area is very effective: consider each victim's cloud a single entity with 1hp vs AOE effects. Of course, the victim likely will also be subject to that attack as well. (Example: a massive swarm of 75 mana flies has attacked 3 characters. Each then will have a cloud of 25 flies. The duck happens to have a molotov handy, and smashes it on the floor. The GM rules that the pool of flaming liquid will only cover him and one other character. The 1d6 damage from the pool of flaming liquid affects each of the 2 characters, but is ALSO considered as an AOE effect against each of their 'clouds' of mana flies. It will do at least one point of damage, so their clouds are completely destroyed that round, before they can drain any MP. The third (uncovered) character suffers the normal attack from her cloud of 25, and the next round, those 25 remaining flies are divided across the 3 targets. If the 2 characters remain standing in their flaming pools, their 'clouds' will be again destroyed, leaving the 8-9 on the (still uncovered) third character as the only ones remaining for the following round.) Magical defenses are quite good against mana flies. Spirit/Divine spells behave slightly differently than sorcerous protection: Protection/Countermagic/Spirit Screen & comparable effects: total the number of mana flies landing on that target; if they exceed the defensive spell value, the defensive spell is completely dispelled. In any case, the attacking mana flies are destroyed and do not drain mana points at all. (Think: bug zapper.)* Sorcerous wardings (vs damage, magic, or spirits) are reduced directly 1:1 for each mana fly attacking, which is in turn destroyed. Wardings reduced to 0 are dispelled. Any excess mana flies still attacking after the warding is reduced attack the victim and drain MP normally.* *complicated bit: POW crystals on a victim's person are attacked as a distinct entity as described above, but benefit from the defenses of the person carrying them. (Example: a character carrying 2 POW crystals is attacked, she and the two crystals each by 1d6 mana flies. She has Protection 1 when attacked. As she and the POW crystals are all attacked simultaneously at the start of the round, the Protection 1 is considered a bubble around all three. The 3d6 mana flies 'land on the bubble' of the Prot 1, annihilating the Prot 1 but also all being destroyed in turn without draining anything. If she had instead a sorcerous warding of 10 points, the 3d6 mana flies would all attack THAT warding and if more than 10 flies land, the warding would be dispelled, with the remaining flies attacking normally, distributed evenly across the 3 targets - any remainder mana flies can be allocated according the the character's choice.) The swarms are only semi-physical, and are not affected by wind. The swarm has a flying move of 12, so some particularly fast-moving creatures might be able to outdistance them. Any victim brought to 0MP by mana flies immediately falls unconscious. If the swarm isn't dispelled, they'll simply hover on the target, eating any generated MP (before the character gets it, sadly) over time until either daylight drives them away or the target dies from all the sorts of things that will ultimately kill a person permanently sleeping on the ground. So mana flies can never actually directly kill anyone. Note that mana flies are considered delicious by a number of spirit plane life forms, and spirits (actual freely-moving spirits, not for example allied spirits in a beast or weapon) deployed to this effect can be quite effective to combat them. Any spirit commanded to attack a swam will destroy 1d6 flies on the first SR of each round automatically (gaining that many MP simultaneously as well) and will drive away another 1d6 (which are not actually destroyed, but will not re-concentrate anytime soon). The specific destroyed/driven-off flies may be selected by the character controlling the spirit, but must eliminate one victim's 'cloud' before moving to another (ie a spirit can't "shave" one fly off of multiple victim's clouds, for example). Of course, a spirit deployed like this is a POW-generating entity, and will also be targeted as such by the swarm as any other entity and my be brought to 0MP likewise, which will permanently dispel it. A fetch (uniquely) CAN be deployed in this role, but likewise then becomes vulnerable to the mana flies in turn, for the round in which it acts in that capacity. The presence of a hellion is terrifying to mana flies and will immediately disperse an entire swarm, regardless of size. They will not return while the hellion remains present. Note to GMs: this is a lot simpler to run than it seems. Generate the swarm, at the start of each round divide across targets. Destroy any clouds subject to existing AOE damage. From those clouds remaining on each target, 1d6 actually land. Victim defenses activate/are reduced. Victims each get to (hopefully) destroy some. Anything left sucks some MP. Next round, take what's left of the swarm, re-divide it across everything with MP left and repeat. Mana flies by themselves are generally just annoying considering at WORST they're only draining an average of 3.5 MP/round, with ample ways to reduce this. Even if a party is overwhelmed, assuming they don't get eaten/robbed/captured while sleeping, sunrise will drive the flies away, and the first regen'd MP will awaken the characters. The flies' nastiness is in their ability to burn defenses and chew down mana *particularly* if they are attacking during other combat. Note however that they don't take sides - two groups fighting when attacked by mana flies would be swarmed evenly by all the flies. Some rumors suggest that there may be magics that can summon or otherwise control them, but nobody is sure if that's true or terrifying/wishful thinking. Yeah, those two kids are ... screwed. Let me know if you have any questions.
  6. Turns out theres a cost difference between electronic versions where you can copy them to infinity and it costs nothing, to dead tree versions made of matter that has to be printed, packaged, stored, and shipped?
  7. If you think RQ combat is crunchy, C&S rulebooks will blow you away.
  8. Fwiw I'm looking forward to the answer, but I expect it will come from @Jason Durall, not Jeff.
  9. Yeah, the fact that some of that was shared with the community was cool too, because it really gave us all insight into how much WORK goes into (apparently) every single illustration. Neat.
  10. That's a shame because imo every illustrator brings a unique vision and perspective. Jeff's art direction is imo irreproachably thorough and concise, allowing artists pretty free-range interpretation for the creative bits.
  11. Meh. Everything we think is necessarily based on real world examples, just modified by magical circumstance. I find the puerile "well this is a magic world with dragons, real thing X doesn't apply because I don't want it to!" rather conveniently applied.
  12. I held the actual sword of Roger II of Sicily, and my pinky finger wouldn't fit (I'm 6'4") the grip at all. It was only about 20" blade and extremely light, almost felt more like exaggerated cutlery than a combat sword.
  13. styopa

    HP in RQG

    Terrific point, actually. I never played it but Harnmaster had a system that I thought was quite clever. Rather than the reductionist and rather simplistic "hit point" model that pretty nearly every game relies on, their s was a 'resist the wound' model where damage was a certain number of points...iirc (this was a long time ago, so I may be mangling it badly), those points were compared vs the target's size basically, to determine if that was a light, medium, serious or critical wound. Could be more likely to be at that upper end in sensitive hit locations, I think? Anyway, then the wound-level was resisted by the characters CON with an array of possible results. Whatever the result, light wounds cumulatively added like +1, med +2, serious +4, and crit +8 to the roll against your CON so it was never really mathematically simple to know how close you were to being incapacitated, you would just know like a normal person that "I'm getting pretty beat up and am going to fail one of these checks pretty soon". Not to mention, such a model made it easy in that game to apply debuffs based on injury level, so unlike other games where people are prancing around at 1hp without any consequence, by the time you'd lost half your hp you were struggling. That had massive impacts on (for example) the choice of weapon was critical as were the ability to hit FIRST (as injury was like real life a negative spiral).
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