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Pentallion

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Everything posted by Pentallion

  1. I'm having fun working out how they all got brought together. As for Sundance, everyone thinks he's been dead over a decade. No one would recognize him. According to Butch Cassidy's sister, Butch returned to Utah in 1925 (note the year!) and no one recognized him. He reportedly moved to Washington state and died in 1937. In 1921, when the Peru adventure takes place, Sundance would be 53. 57 when 1925 rolls around. Those aren't too old for a PC. Afterall, it's CoC. Everyone starts as a kobold and goes downhill from there. Two other historical events of note happened in 1921. I have worked them into the opening of the campaign as a means of bringing the group together. We game tomorrow night. I'll post up afterwards how they were all brought together. But I won't post spoilers of what happens in Peru.
  2. And my son picked...Edward Pierce, Private Investigator. I guess he Really Loved the computer game.
  3. Well, I think it's cool and I allow it due to maximum game fun, but at the same time, I worry about the scare factor. How scared are you going to be when you're playing The Sundance Kid?
  4. My son and daughter both really wanted to play Call of Cthulhu so I said we'd play MoN, since I have the new slipcase edition. Yesterday I informed the rest of our group to start figuring out who they'd like to play. "Who" seems to be the operative word they've honed in on, not "what kind of character." Right off the bat this took an unexpected turn as my best friend I've rpg'd with for 35 years said he wants to play Travis Jackson, who was a rookie shortstop for the New York Giants in 1922 when they famously upset Babe Ruth's Yankees and went on to play in the next four World Series, beating the Yankees twice. Okayyy. Real life historical figure. The next player then points out that DNA evidence proved that Butch Cassidy and the Sundance Kid weren't actually the two bank robbers buried in Bolivia and that no one can actually prove the two died in 1908. He wants to play the Sundance Kid, who would be 53 in 1921. He points out Bolivia is right on the border of the adventure and it makes sense he'd be hired on as he would be fluent in Spanish and English. Not to mention a damned good guy to have around if they ran into any bandits. Okayyy. Another real life historical figure. My daughter wants to play a union activist named Lottie Adams, an Irish jew who lived on Delancey Street and was a member of the WTUL (Women's Trade Union League). She went to Broward college to take WTUL courses for union organizers and played on the womens baseball team. She may or may not have had intimate relations with Eleanor Roosevelt from 1922 to 1924. Okayyy. That one's fictional, but still.... My other player took the standard professor from Miskatonic University. Whew! Thanks bro! My son? I'm still waiting on that one, but I will lay good money on him saying, "well, if Butch Cassidy is still alive, you can't break up the set." Or worse, the Babe... I am NOT playing pulp Cthulhu. This is gonna be interesting.
  5. Well, it's golden anyways, and Eurmal put it there. Whether it's mead, however.....
  6. I take it these are very quiet swords then.
  7. Biter Also known as the Mace of the Vampire Lucifer. This light mace bears an Undead rune on it as well as several other enchantments. Cults · Associated: Vivamort · Enemy: Humakt, Eurmal, Grandfather Mortal · Friendly: Malia · Hostile: All others Knowledge · Automatic: The light mace is a sword biter and can be used to break enemy swords, per Cults of Terror. · Cult Secret: The mace can also parry incoming Turn Undead spells. · One of a Kind: Only one is known to exist and it belongs to the Vampire Lucifer. History The mace was gained by the Vampire Lucifer on a heroquest which only she knows. The Quest came to her in a dream sent by Vivamort. Powers Any vampire wielding Biter can parry Turn Undead spells. It holds a spirit with POW 14, INT 18 CHA 14 that knows the sorcery spell Dampen Damage which it uses to protect itself. The spirit has access to the Repair matrix enchanted on the mace. The spirit can also teleport the mace once per day to its owners coffin. The mace has 12 hp. Value The item is worthless to those who cannot wield it, though Humakt would pay 2000L to anyone who brought it to them to be destroyed. To vampires its value is inestimable, but they would likely kill to have it. Lucifer would not part with it over her undead body.
  8. By which time the harmony spells protecting the city walls have groaned under the weight of the city wide panic that immediately ensues, allowing Jaldon's host outside to break in and liberate the city. But YGMV.
  9. Any Vadeli could tell you that becoming one with the all and finding Solace is just a scam by Krarsht and the worshippers of the Invisible God are merely fools rushing into the Maw of Krarsht to be devoured. But hey, nobody ever listens to us.
  10. "Dear people of Pavis, tonight is the last night for tomorrow YELM WILL NOT RISE!"
  11. First I've heard of something called the Starter Set. What's that?
  12. Wait till someone hits him with a Hula Hoop of Death
  13. The Eleven Lights just brought down Skyfire upon you and being Fazzur Wideread, your standard must be saved at all costs so you expend your wyters Power to erect a sufficiently large enough shield spell to protect you and your bodyguards and your banner.
  14. Elder Secrets has Cacodemon as well IIRC.
  15. Well, if you've only got one shot, don't tell them you've only got one shot and then shoot the first player who is not listening. After that, the other players will be listening very intently how to play the game, I assure you
  16. The Crimson Bat is a piece of cake. See my old post "So easy, even a Balazaring could do it." from a few years back.
  17. Craziest familiar one of my players ever made never got actual play as the game ended and I believe that was the last thing ever done. They drained a wyvern of its blood then gave a ghost of a shaman size so that it would be the ectoplasmic plasma so to speak, ie, the wyverns ghostly blood. Then bound the ghost into the wyvern. Wasn't really an undead wyvern since it now had a soul, albeit a dead shaman's soul that flowed through its veins. Decided the eyes glowed ghostly blue. RQ3 days. Was more maximum game fun than something that would probably work per the rules as written.
  18. thank you. I hope I didn't come across as being argumentative. I just wanted clarification of what was intended from a game power level perspective. That clarifies things greatly.
  19. The idea behind this abusiveness is that it would be done during the holy days as part of the ceremony. For that precise reason. I didn't write the rules. So how am I supposed to intuit the "spirit" of them? For all I know, you want uber powerful characters and the adventures that come out will have wyter buffed NPCs. How am I supposed to infer anything but what is written down and figure that playtesting would have exposed this as a flaw. I have to go by the assumption that it's a game design decision. But now that I understand what the "spirit of the rules" are, because that wasn't really spelled out in the actual rules, I know to simply disallow the wyter to gain power from worshippers sacrificing to it. Then the game will simulate Glorantha more faithfully. Thank you.
  20. the clan would be uber powerful, not uber weak. Because you included one little rule that says the clan can sac power to their wyter. And then you made it totally worthwhile for them to do so.
  21. Because if 40 Humakti worshippers each sacrifice a point of power they gain Shield 27 for a year? Not just the rules-lawyer chieftain, ALL of them. The wyter goes right back to 42. and next season, those same Humakti get Trueswords for a year. Those ain't getting knocked down when you've got 54 countermagic up. And that's just Humakt. Why wouldn't 40 Orlanthi all have permanent Flight for only 1 power per year? And the fact the rules state you can sac power to your wyter means everyones wyter will always be at max power because those benefitting from its powers stand to gain from saccing power to it.
  22. If it shouldn't happen in Glorantha, it shouldn't be in a rulebook for a simulationist rpg. RQG either simulates Glorantha or it doesn't. One of the things I always loved about RQ3 was how well it simulated Glorantha. It had flaws too, but I can't honestly say RQG has addressed those flaws, it seems I'm always finding new flaws. Like, yes, the rules allow it, but we should ignore those rules because...Glorantha. That's kinda describing failed rules IMO. But again, I don't know, because I am not sure if one line in a text box that is never mentioned anywhere in the rules otherwise is actually a rule or just a mistake that made its way through unnoticed. Maybe you can't sac power to your wyter. In which case, all of these abuses go away.
  23. So if Godlearners did it, then so can the Lunars. So can Meriaten. So can Argrath. So it's a thing.
  24. yeah, but then next holy day they add on a spirit block 27 and there goes THAT argument....
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