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Pentallion

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Everything posted by Pentallion

  1. I think Argrath whispered to her "next time you go out for Kralorelan and they give you those little sticks to eat with, GO WITH THE FORKS, LUKE." And she busted out laughing and could not defeat him.
  2. I have to agree with Styopa on this one. I had never really thought much about it before, but his argument carries water. Like AC in that other game, SR in Runequest should go upward, not downward. No cap on SR means larger creatures can have greater Siz SR's and thus go before smaller ones. That way everything scales naturally. I know it's always been done the other way, but times change and some things can always be improved upon. Perhaps it's too late for the newest edition of RQ to make that change, but it would be an improvement if/when they finally do.
  3. Oh, this is gonna be fun! Name Fatecatcher Description A silken web made of many silken knots Cults Arachne Solara Knowledge Cult Secret (Few) History The first Fatecatcher was the web spun by Arachne Solara at the end of the Great Darkness and beginning of Time. The only other known Fatecatcher is foretold at the end of the Hero Wars when Trickster catches the Gods in it and they are destroyed. There may be other Fatecatchers or they may all be the same Fatecatcher. Little is known of it. Procedure Have a Fatecatcher given to you by Arachne Solara. This will consist of a single knot in which the recipients Fate has been captured. The recipient can create other knots by capturing the Fate of others. To do this requires a short journey into the Hero Plane with the target - who can only be another player character - wherein that PC plays the role of the person whose Fate most aligns with their own. For example, taking an Orlanthi into the station of Orlanth Slays Yelm. If the Orlanthi succeeds, he is Fated to slay a powerful leader of a Light worshipping culture. If he fails, he is Fated to die to same. The Target may resist with their own magic points. Powers The initial knot, which catches the recipients Fate grants the recipient Foresight. Once per season, for each knot, the player possessing the Fatecatcher can foresee an event about to happen that affects the person whose Fate has been captured. In game terms, they may stop the DM and say "let's try that again.", going back to the first possible moment where they could make another decision. That moment is of the DM's discretion. This could not be used to reroll a single dice roll, say a critical hit in melee, but it could be used to change the way the person approaches the situation, thus possibly avoiding the event that led to that dice roll to begin with. The possessor of the Fatecatcher must either be able to communicate to the person whose Fate is being changed the nature of what was foreseen or else be able to affect the situation themselves in some way. Otherwise, events will transpire as was foreseen. Value Cannot be resold. Once given by Arachne Solara, only the recipient can activate its powers, though a Trickster tied to it may steal it and use it against any gods whose myths were used in its creation. Recipients of a Fatecatcher need not be initiates of Arachne Solara but possession of one signifies to Initiates of the Cult that this person is marked by her as having a special purpose in her grand design and are treated accordingly. (There is a strange entry found in a Godlearner journal in which the scholar had received a message somehow from the Outer Atomic Explorers saying they'd discovered what they called "Plot Armor" and the scholar surmised it might be a Fatecatcher they were referring to.)
  4. The very moon heart - an idea I disagree with, but regardless - concept would be realized within an infinite air rune spiral. the idea of endless death and rebirth of the moonies is basically infinity. So is the endless air rune, subsuming the moon cult philosophy and replacing it within the air rune.
  5. I've dug up that at the end of the original campaign run by Warren James, the castle mysteriously rises up, splits in two and lies on its sides. The Castle is constructed of a reddish stone found nowhere else in Pavis (and probably Prax) There is an entrance to the Hero Plane somewhere near the Old Flintnail Fort (which is on Blind King's Hill) [Wyrm's Footnotes
  6. Rereading tah Rereading that old thread, I didn't remember Jeff wanting to see if dwarves could be made playable. They most certainly were in the Tora's Hammer campaign we ran a few years back. The most memorable dwarf had one line "I make cans.". No matter what the obstacles, what dangers, what puzzles they had to overcome, he was completely useless and all he said was, "I make cans." So of course, he saves the party on a couple of occasions because he made cans. That summed up what made the adventure so unique and enjoyable. Each dwarf had a job to do and the adventure required them to step outside that box, but they really couldn't, so they found interesting ways to deal with their challenges while remaining firmly within their designated roles. That was the greatest challenge of all and is what made the adventure so much fun. Oh, and rereading that reminded me that there was an argument for steam engined submarines over simpler water and air powered subs. Oxygen and warmth. Fire elementals couldn't keep the submarine from getting too cold because they'd eat up all the air. So only releasing them to be instantaneously destroyed alongside a water elemental to produce steam provided the necessary warmth to the ship without using up its breathable air. Air elementals were necessary for bouyancy. And in any event, steam engines are more fun and fun trumps every other rational reason for anything.
  7. I would think you would look up into the sky, see the clouds swirling in an infinite air rune.
  8. Glorantha: Crucible of the Hero Wars states that you get either half or 20% of your Theyalan language skill to every other dialect of Theyalan. I forget the %. So if you spoke Sartarite, you probably spoke Esrolian at half that and Yggite at 20% of that. I forget the exact rules. They had something in place, however, for similar languages. So if you have that book you can apply it to other skills as well.
  9. I think most RQ3 players glossed over reading that. I know I did. That totally changes the entire conversation. Now that duck with two shortswords attacks and parries the first round, then he can use his two attacks from then on. Totally changes everything and makes both systems work just fine. I like it
  10. Unfortunately, BRP uses different headings than RQ does. For instance, there's nothing for Stealth. It would be nice if whoever is making the new RQ character sheet didn't wait until the game came out next year. Those of us playijng RQ NOW could sure use a character sheet.
  11. Yes, both RQ2 and 3 seem fine on the face of it, until your size 8 high dex guy can't swing twice a round in RQ2 but he can in RQ3, then you realize that RQ3 rules for SR are actually better. But other than that one outlier, both systems work admirably.
  12. Oh great, now I'm going to think that everytime I look at my old copy of Plunder lol. That's funny.
  13. How will Men of All be handled? They won't get Free Int bonuses for being so Brithini-like. I imagine they get those bonuses in other ways? Or they are completely different in their approach, sacrificing access to additional Free INT for access to the other class skills?
  14. That's not entirely true Jeff. A wizard carries the least encumbrance which is very valuable when you're running away from Bigclub the Giant
  15. A couple of things to consider: First, the Columbia River Gorge is credited with being the inspiration for the Zola Fel. Second, that gorge was created by the greatest flash flood ever known to man. 20,000 years ago, the glaciers burst and carved out what is known now as The Scablands. Obviously, a similar event transpired after the Great Darkness to create the Zola Fel River Valley. Now we have a minor "Great Darkness" and we have a (comparatively) minor Great Flood. To get an idea of what we're talking here, read this about the scablands in eastern Washington: http://hugefloods.com/Scablands.html And this: http://www.sevenwondersofwashingtonstate.com/the-channeled-scablands.html I imagine Jor Jor the Quick looking at the approaching flood and saying "We're gonna need bigger walls!" New Pavis would be doomed. Even Hilltop wouldn't be high enough. And I'm not talking "flooding", I'm talking when the wave hits.
  16. We have so many fantastic memories from our Trickster Conlan. The time Cacodemon wanted a certain male body part and he volunteered, chopped it off only to have another player cry out and fall to the ground. The time he bought a piece of Truestone from the Storm Bulls, whipped out the Unbreakable Sword, sliced and diced the Truestone then slid the pieces back across the table "How much you pay to buy 30 pieces of Truestone?" The time he took one of those pieces of virgin Truestone and touched our Wind Voice with it in his sleep and ran away. The time he lost the Unbreakable Sword. But his greatest moment was the time he was about to be hung in the New Pavis market square when he shouted out "People of Pavis! Today is your last day, for tomorrow YELM WILL NOT RISE!" His lie spell caused so much disorder and panic in the city that it broke the Harmony that protected the city's walls and Argrath and Jaldon liberated the city. Trickster is an iconic character that actually is the mover behind all the heroes actions. He causes nothing but mayhem, but in doing so drives them to be the Heroes they are. In my Glorantha, Trickster IS Lanbril and he's trying to destroy the gods. to that end, he drives the entire Argrath Saga. He drives the entire third age towards its doom. You see, Lanbril was mortal, not a god. So he wasn't trapped by the Compromise. And since Trickster was really Lanbril in disguise, he managed to escape the Compromise. He wandered the 3rd Age pretending to be fools and idiots so that the gods never noticed as he created the Kingdom of Ignorance, or caused mayhem in key places at key times. Always moving the world towards his end game. And Conlan's One Unique Thing was that he wasn't any Trickster, he was THE Trickster. And all his player ever asked himself was, "what would Lanbril do?" Be the fool, until you fool them all.
  17. First off, 1 hex = 5 miles/8km so your math is off. a 275 hex journey would be 2,200 km. A loaded pack animal moves at 5km/hr, but must rest 10 minutes of every hour and also a half hour to feed every two to three hours. This means its real movement time is about 4km/hr. An 8 hour day traveling covers only 32km. (which happens to be exactly 4 hexes) that means, if they don't stop anywhere for anything, it takes 10 weeks to make that journey on flat terrain. However, it's not flat terrain. There are hills and a mountain pass and several rivers to fjord. Getting thousands of pack animals across a river is probably going to take more than a single day and you've got four rivers to cross. Looking at the map, that mountain pass adds two weeks to the journey right there. And, of course, you're going to set up markets along the way and trade with the Pentans because they have furs, slaves and magic items to trade for metal working and slaves from the Lunar Empire. There are ten arrows (tribes) and you'll probably stop for each one and spend several days. That's easily four or five more weeks. Then you have to stop for holy day ceremonies. Even without wagons to slow you down, you'll be hardpressed to make the journey in two seasons. Leave Sea, arrive sometime in Earth. Spend the rest of Earth, Dark and Storm in the Kingdom of Ignorance because it's not a good time to travel and head back next Sea Season, getting home in Earth. You could cut some time off the journey by setting up markets at the first three river crossings. That way, trade with the nearby Arrows while getting the pack animals across the rivers.
  18. That would be probably the smallest caravan. The Guide to Glorantha pg. 316: This train of several thousand pack animals departs every other year from Palbar, travels across Pent to the northern reaches of Kralorela, and returns the next year, laden with decadent luxuries, such as silk and spices. Perhaps you should triple your initial figures. I'd dump the wagons and carts. I doubt Lokarnos is welcome in such a fully Lunar (It's not called the Etyries Caravan for nothing) enterprise. .
  19. I was completely clear. Since you keep being obtuse - and insulting - I won't waste anymore time with you. You're not here to have an honest discussion.
  20. Let's recap: RosenMcStern makes the point that " If they have kept the "experience check" method of advancement (and IIRC they have), I can assure you, with hundreds of hours of playing and GMing Gloranthan and non-Gloranthan sorcerers in my past, that this is absolutely not an issue. " To which Sytopa responds that: " the flip side of that is since checks are effectively limitless currency, it does reward 'check hunting', the bane of RQ forever - that is, deliberately using sub-optimal skills at times because "I already have a skill-check in my sword, I might as well use my mace and get a skill check in that". It is to that point which I disagree. "check hunting" has never been the bane of RQ, only the bane of GM's who let their players get away with it. Since the GM controls the dispersement of skill checks, there isn't any real issue here and never has been. I've been taking a bit of crap for pointing out the truth. If that undermines what some on here want to believe, I can't help that. Maybe they love RQ6 so much they feel they have to defend the improvement method, which addresses an issue that never existed to begin with. Better for the GM to hand out however many skill checks as he wishes than be limited in his campaign. Also better that the players actually use the skills they improve in than get to choose whatever they want. That's for training. Now, if you take issue with having marked a skill then can't mark it again, I don't think you sacrifice simplicity for tracking the number of times you mark a skill. It's a game, it's supposed to be fun. However, nothing stops you from doing so in your campaign.
  21. What's inconceivable is that any DM would allow it to occur. The only strawman being built was the argument that people out there would be allowed to skill check hunt.
  22. Perhaps she's the primal fear of the primitive Balazarings made manifest by their combined subconcious fear of chaos?
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