Jump to content

styopa

Member
  • Posts

    1,690
  • Joined

  • Last visited

  • Days Won

    24

Files posted by styopa

  1. Delecti - Dead Knight abilities

    Liberally copied from World of Warcraft Death Knights, I've employed these as abilities available to Delecti's Dead Captains, powerful undead leaders of his forces.
    IMG there were 4: one Captain each of Blood, Frost, and Plague, and a General with all of them.  Each logically had access to their 'school' of abilities as well as general ones.  They each had a handful of Lieutenants whoe were mostly generalists with maybe one or two category abilities.
    Note to GMs: there's a fair amount of 'tracking stuff going on' with a lot of their abilities that happen over ticks of time, or happen/end when triggers go off, so I *recommend* for your sanity employing small numbers of the abilities or only one of the Captains.  Not sure how I would have ever kept track of the General if I'd had to.

    33 downloads

    1 comment

    Updated

  2. Beast Cult of Hykim & Mikyh

    While the primitive Hsunchen tribes of Glorantha are the primary worshippers of Hykim & Mikyh, their focus is solely through their one totemic animal. However, some barbarian cultures have
    continued to worship the Animal Father and Mother in a more general, ritualistic, and organized fashion offering their Shamans an alternative path of development.
    The Beast Cult of Hykim & Mikyh is a variant path for worshippers who have reached the level of Shaman.  Upon completing the normal requirements to become a Hykim & Mikyh Shaman,
    if the candidate also knows Craft (Butcher) at 50% and the Spirit Magic Spell Peaceful Cut, they may choose to become a Beast Shaman (instead of the usual Spirit Shaman).
    As explained in more detail in the attachment, it's not immediately an exclusive choice.  An existing Shaman may choose to walk the path of the Beast, or a shaman who formerly chose the Beast way may choose to abandon it to become a more canonical 'standard' Spirit Shaman.  This "respeccing"  then becomes exclusive - the character only gets to change their mind once.  Once a shaman has actually turned away from either the path of Spirit or the path of Beast, they cannot go back to it.
    Comments and notes: We had a player that wanted the possibility of a character that could change forms, and while we'd actually first tried to script sorcerous rules for it, it just neither worked (requiring silly amounts of mp available) nor felt right thematically.  So this is version 2 and it worked astonishingly well.  Characters start out with limited forms and the limited uses/long transform time lowers the early-game utility substantially.  However, with frequent use (I limit the amount of form-changing to 8 hours total a day in down time) accumulated familiarity mitigates a lot of the early-form constraints. 
    Ultimately while the changes, frequency, and duration of forms can pretty much go away as constraints, the ultimate limiting factor is that at their toughest, they're still mundane animals.  By the time (likely) their party helps them kill something massive and scary like a Triceratops - the other party members themselves will probably be of a comparable power level and in any case there's a question of "how many contexts - really - is it useful to be a Triceratops"?  A bar brawl?  Not really.  In a tomb?  Nope.  On a ship?  Ha ha ha.  Now, again with familiarity buildup they can keep getting re-rolls of the 'version' of the beast form they inhabit (we have a rq3 monster generator in excel, so rerolling and printing a half-dozen new bear forms takes about that many seconds).  Coupled with some strategic enhancements/spells like STR, they can be comparable to other 'seasoned' Rune Lord caliber toons.
    In our play experience now of several months, I think everyone at the table - from me as a GM, to other non-shaman players, to the player who's using this now - we all feel it's rather surprisingly well balanced, with a pretty interesting set of choices for the player in terms of ongoing character development.  He enjoys it a lot, and the other players don't feel it's OP...so for me as the GM it's a success.
     
    Note: this was designed and written in the context of our heavily houseruled RQ3 game; I was holding this back in case we'd decided to shift straight over to RQG but since we've decided to stick with our own rules for now, there's no reason not to put it out there.  In any case it should be trivial to correct to/for any other RQ/BRP variant including RQG.
    Enjoy.  Questions or comments to Styopa1(at)gmail.com
     

    46 downloads

    0 comments

    Submitted

  3. Runequest 3 Character Sheet from AH version

    This is the original RQ 3 character sheet scanned in at 600x600 in color.  Nothing fancy, but all I could find online were blurry jpgs.

    118 downloads

    0 comments

    Submitted

  4. Tamoachan.xls

    Tamoachan.xls
    Creatures for a RQ3 version of the D&D module

    52 downloads

    0 comments

    Submitted

  5. 5a6003dd254d7_C1Tamoachan.rtf

    5a6003dd254d7_C1Tamoachan.rtf
    Notes for a RQ3 version of the D&D module

    51 downloads

    0 comments

    Submitted

  6. 599792ccf0488_SweetisRevenge.pdf

    A real OSR type scenario this time. This was one of the adventures that Oliver Johnson and I wrote for Game Workshop's Questworld pack in the early '80s. The idea was for a non-Gloranthan world for RuneQuest that would be parcelled out among various publishers, each getting their own continent to play with. Oliver and I were given a detailed map that came with some fragmentary history already in place, which we quickly wrangled into a form that suited us better. I remember being nonplussed as to why all the traditional RQ gods were transplanted to Questworld. What's the point of a new setting if it has much the same flavour as the old? Still, it was a job. (Well, in principle it was - we were never actually paid.)
     
    cc'd from https://fabledlands.blogspot.co.uk/2017/06/sweet-is-revenge-questworld-scenario.html?m=1 with permission
    thanks to simonh for mentioning.
    uploaded as both unified pdf and docx from original web page formats.

    115 downloads

    0 comments

    Submitted

  7. 599792e14333b_SweetisRevenge.docx

    599792e14333b_SweetisRevenge.docx
    A real OSR type scenario this time. This was one of the adventures that Oliver Johnson and I wrote for Game Workshop's Questworld pack in the early '80s. The idea was for a non-Gloranthan world for RuneQuest that would be parcelled out among various publishers, each getting their own continent to play with. Oliver and I were given a detailed map that came with some fragmentary history already in place, which we quickly wrangled into a form that suited us better. I remember being nonplussed as to why all the traditional RQ gods were transplanted to Questworld. What's the point of a new setting if it has much the same flavour as the old? Still, it was a job. (Well, in principle it was - we were never actually paid.)
     
    cc'd from https://fabledlands.blogspot.co.uk/2017/06/sweet-is-revenge-questworld-scenario.html?m=1 with permission
    thanks to simonh for mentioning.
    uploaded as both unified pdf and docx from original web page formats.

    28 downloads

    0 comments

    Submitted

  8. RQ3 training minigame

    This is a Character Training worksheet in excel, although I call it a training minigame because it's damn fun.  (OK maybe not damn fun.  But more fun than calculating training.)
    A few comments:
    Sadly, it does NOT run in Google docs, and I don't know GD's feature set well enough to know if it ever could.
    Costs are generally based on the estimable Kim Englund's excellent training costs table- listed on the 3rd tab.
    2nd tab explains the various matrices used to generate the results.
    Having made too much training time available to my players early on, and them having lots of cash to blow, I spent a lot of time thinking about the cost/benefits of training.  I couldn't argue much with the costs in Kim's table (far better than canon), I thought about "what are the other possible drawbacks of training hard constantly?"
    Injury: the consequence of training is, of course, the omnipresent chance of injury - strains, sprains, or worse.  So I built this sheet based on risk levels for various skills.  The odds of being injured are lower with a MUCH better skilled trainer, or training slowly.  Of course, trying to train hastily, or self-train (for skills where that's possible) increase the risk of mishap.  (Self training significantly reduces but doesn't eliminate the costs as well.)
    The second consequence is uncertainty: in real life, you never know of course when you're going to "get better"...just that you eventually, probably will.  
    Thus this table. Select the skill to be trained (there are also generic categories like "Other, risky, cheap" for skills not listed) and enter your current skill, relevant skill category bonus, INT (makes training easier if you're smart), APP (makes training cheaper if you're pretty).  It will tell you if you can train it by yourself, and you decide if you will do so, as well as if you are taking it slow & careful, normal, or hasty.  It then tells you the risk level as a result.  Yes, training high levels of climb all alone is damned risky.
    Finally, I didn't like the determinism and predictability of the RQ canonical method of "ok I have 40 hours to train, so I can train that for 37.8 hours and get a check, woo." 
    Thus, this table turns the mechanism on its head.  A player recognizes that "oh, I have some free time, I'd like to train" and tells their DM what they'd like to train in - the DM fills in the details, and gets a result like "After 16.5 hours, and a cost of 45p, you get a skill check."  The DM has to tell them "ok after about a half week, you get a check." or "you've trained for a couple of days but haven't gotten a check when the Fire Nation attacks..."
    It also gives the result, if the DM wants to use it.  The sheet will give a result based on the final risk level, and the consequences of a fumbled check. (Screenshot above.)  These can be severe...my suggestion is that when training highly dangerous things, serious thought be given to training slowly.
    Ultimately, the player has to make realistic decisions, recognizing if they're extremely skilled in something, it can take WEEKS of training to get a check.  Will they really have weeks to spend? Only their DM knows...
    Let me know if you have questions.

    50 downloads

    1 comment

    Submitted

×
×
  • Create New...