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Pentallion

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Everything posted by Pentallion

  1. It makes sense to me. The Runes are the laws of magic so of course can be contained in Truestone. The true fabric of Glorantha.
  2. okay, pretty dark, but include a fourth myth, that of Thed, as a chaos incursion into the myths. She tries to convince Elmal and Heler that Esrola is whoring herself out to them, turning her sex into a commodity. They're being used and should just take with might what is rightfully theirs. Rape Esrola. If she succeeds then Elmal brings life killing drought unto the land and Heler brings devastating floods. To counter Thed, Esrola must realize that she can't treat her suitors as if they were nothing more than Johns, there to take what she pleases from in return for sex. Which is literally what she is doing in her version of the myth. She must bond a deeper relationship with each of them than that. She may have to turn to Uleria for advice. In each of the other threads, Elmal and Heler must come to see Esrola as more than a object of lust, gain respect for her and treat her with honor. Upon thinking more about this, I'd take it even a step further. Get rid of the princess needs a big strong man to save her entirely. Well, not at first, keep it as it is at first. Then have other chaos forces threaten Elmal and Heler. Forces that Esrola can defeat. Have the gods and goddesses come together because together they are stronger. Their union brings strength and makes harmony in the universe. So no one is whoring from anyone, each is an equal.
  3. ummm, that's what I was saying.
  4. I'm quite aware of that and Jeff was discussing how techniques aren't used to cast Dormals opening. He goes on to say in sorcery it would be water and command. Obviously, were it that simple, the Closing would have lasted 1 day. His point being that the magic casters are calling on through Dormal requires the water RUNE. Not the technique. He flat out states this.
  5. That's not what Jeff is saying. You took that one sentence out of context. Prior to that, Jeff had just said: Orlanthi and Ernaldans, being Air and Earth initiates, are less likely to have the Water Rune. LM will know the tecniques, Issaries can just trade and Chalana Arroy I'm not sure I follow his logic on that one, but no particular Elemental Rune is favored by her though Water is going to be more common than Darkness.
  6. So basically they run joyously into the maw of Krarsht.
  7. Just a little thing called the Olympic Peninsula and Mount Olympus. Vancouver is inside the Puget Sound and they have to enter the Straits of Juan de Fuca to get there. Presumably, they'd want to exit the same way rather than try to sail over a mountain.
  8. I'm surprised there's been no announcement from Chaosium yet. I'm ecstatic at the thought of finally having an rpg for pc. But not too thrilled about kiddie toys. Toys to Life is considered a dead industry. This guy explains why. https://www.youtube.com/watch?v=vDO9KzDglO4
  9. The only other ships that had files made for them in our campaign as of the day we quit:
  10. Here is a random character homeworld table. Each player got one character from Drinax and one from a random world. The part that says Origin is for the upcoming M-Space Companion which allows you to roll up characters backgrounds and home worlds. I can't go into that any further as Clarence would probably rather you bought it than have me spill the beans lol. 01-15 Drinax (Scholar, Engineer, Pilot, Diplomat, Official) -1d4 STR, -1D4 CON, +1d4 INT, +1d4 CHA Origin: Skyrise 16-20 Drinax Grounder (Mercenary, Colonist, Thief, Smuggler, Scout) +2D4 CON, -1D4 INT, -1D4 CHA Origin: Jaffa 21-25 Asim (Mercenary, Colonist, Thief) +1D4 CON, -1D4 INT Origin: New Haven 26-30 Theev (Mercenary, Thief, Criminal, Gambler, Smuggler) Origin: Ghoster's Rock 31 Nabeth (Merchant, Scout, Colonist, Scholar, Medic) Origin: Lunopolis 32 Walei (Colonist, Detective) Origin: Burrex 33 Yggdrasil (Mercenary, Colonist, Gambler, Merchant, Official, Scholar) Origin: Jaffa 34-38 Dpres (Mercenary, Pilot, Engineer, Scout, Scholar, Official) Origins: Archangel 39 Thalassa (any) Origin: Atlantea 40 Chalchiutlicue (any) Origin: Atlantea 41 Noricum (Colonist) Origin: Jonestown 42 Number One (Colonist, Official, Engineer, Medic) Origin: Atlantea 43 Palindrome (Criminal, Merchant, Smuggler, Mercenary, Thief) Origin: Sanction 44 Salif (Colonist, Gambler) Origin: Jaffa 45 Colony Six (any) Origins: Atlantea, Warehouse 77, The Belt 46 Goertal (any) Roll 1D6: 1-2=Psionic Origin: Panopolis. 47 Delta Theta (any) Roll 1D6: 1-3=Psionic Origin: Lunopolis 48 Hilfer (any but Pilot, Engineer, Scholar) Origin: Jaffa 49 Paal (Official, Merchant) Origin: New Haven, Jonestown 50 Pourne (Detective, Merchant, Official, Engineer, Medic) Origin: Olympus 51-53 Torpol (any) Origin: Atlantea, Warehouse 77 54-57 Vorito (any) Origin: Lunopolis, Space Station Alpha 58 Acrid (any but Pilot, Mercenary or Bounty Hunter) Origin: Ironden. 59 Argona (any but Pilot, Mercenary, Scout, Bounty Hunter) Origin Archangel 60 Arunisiir (any) roll 1d6: 1=Aslan.Origin: Jonestown, Mosek Uhn 61-64 Strend (any) Start with two free cybernetic upgrades. All cybernetics cost half.Origin: Olympus, Panopolis 65 Ergo (Thief, Criminal, Mercenary, Official, Colonist,) Origin: Jonestown, Home, Ghoster's Rock(non orbital). 66 Tech World (you are an android) Computers 67 Gikarlum (Pilot, Engineer, Merchant, Colonist,) Origin: Hera 68 Burgess (Agent, Detective, Mercenary, Scholar) Origin: Home 69 Fantasy (Colonist, Gambler) +1D4 STR, +1D4 CON, +1d4 CHA, -1D4 INT, -1D4 POW roll 1D10: 1-9=female, 10=gay male Survival All have the skill Seduction Origin: Sanction 70-75 Inurin (any) Origin: Jonestown, Mosek Uhn, New Haven Imperial Worlds: 76-78 Caraz (Any) Origin: Lunopolis 79 Neumann (any) First cybernetic upgrade free, all others cost half. Origin: Panopolis 80-82 Albe (any) Origin: Jaffa 83-86 Tobia (any) Origin: Olympus 87 Boulder (any) Origin: The Belt 88 Fist (any) Origin: Jonestown 89 Imisaa (Merchant, Pilot, Engineer, Smuggler) Origin: Jaffa 90 Scaladon (Priest, Colonist) Origin: Burrex 91Simok (Official, Mercenary, Diplomat) Origin: Jaffa Alien Races: 92 Aslan Imperial from Hradus (Any) +2d4 STR, -2d4 DEX roll 1d8: 1-6 female, 7-8 male and add 2d4 size Origin: New Haven 93-96 Aslan (Outcast, Outlaw, Wanderer) +2d4 STR, -2D4 DEX roll 1d8: 1-6 female, 7-8 male and add 2d4 size Origin: any 97 Florian Barnai (Agents, Mercenary, Medic, Colonist, Merchants, Pilot, Engineer, Scholars or Scouts. During each term, roll 2D – on a 12+, the Barnai must take the Noble career next term for a single term.) +2D4 INT, +2D4 POW, -2D4 STR, -2D4 CON Origin: any 98 Florian Feskal (Mercenary, Pilot, Merchant or Colonist) +2D4 STR, +2D4 CON, -2D4 INT, -2D4 POW, -2D4 CHA Origin: any 99-00 Vargr from Umemii (any except Official) +1d4 DEX -1D4 SIZ Origin: Jaffa EDIT: When using this table, I asked each of my players if they wanted to roll first and choose an available occupation or choose an occupation first, then roll till they had a planet that occupation was listed for. Some wanted a specific character and chose the latter, others liked rolling the planet and then seeing what they got.
  11. IIRC, right where I stopped is right where we left it. Most of what I did is on a server for Roll20. The ship conversions are in a binder on paper. One thing that I dumped in the conversion was the massive amounts of fuel. M-Space doesn't have that so in converting I dropped the tonnage from fuel. Fuel converters I kept, but those are usually only a ton or two. My reasoning is the fuel is exotic matter for the warp drive. It doesn't take tons as it isn't stored, it's created as part of the drive process. I call the stuff Casimirium after the Casimir Effect. It's a lot to type out so here is one for an example: Star Ray Class Interceptor TL12 200 tons Streamlined Armor 6 Thrust 3 Jump 1 Double Jump 01-02 Improved Sensors +15% 0/3 03-09 Bridge 6/10 10 Forced Linkage Apparatus 6/2 11 Beam Laser Turret 6/1 12-32 Staterooms 6/32 33-34 Cryo 6/3 35-38 Common Areas 6/6 39-42 Hvy Grappling Claw 6/6 43-44 Cargo Crane 6/3 45 Cargo Scoop 6/2 46-52 Fighter Docking Space 6/11 53-82 Cargo Hold 6/44 83 Rear Beam Laser Turret 6/1 84-90 Jump Drive 6/10 91-95 Power Plant 6/7 96 Fuel Processor 6/1 97-00 Thrusters 0/6 The hit locations mirror the deck plans, so high rolls hit the rear of the ship, low rolls hit the front and so on. This allowed me to allocate excess damage. If one hit location was destroyed the excess was split between adjacent locations. In combat, this meant a high roll to the engine area with enough damage could potentially take out everything. That's what happened on occasion. If you note the Darklight below, it has dispersed powerplant, jump drive, etc. No one hit takes out everything. Some ships are specifically designed to have critical areas dispersed for that reason.
  12. That's what you do after you blow the first quest.
  13. We had a new player to our group of 12 years. He didnt work out and the campaign got derailed. We started an RQG campaign. I cant say much more as my players started reading this forum. I would love to restart a Pirates campaign. But time is an issue.
  14. Also, the salted earth cannot grow plants and Aldrya made pacts with the river gods to give up their salt so that she could live amongst them.
  15. IMG, Gimpy's in Pavis gets in a shipment once a year from the local Storm Bull cultists made of fermented Sky Bull milk (don't ask and we won't tell) they call Thunder Brew. Anyone who drinks it must roll CONx1 or pass out. Those who roll CONx1 only rush outside to puke. Fumbles can be fatal. Newtlings are totally immune to the effects of Thunder Brew though only one Newtling has ever tried the stuff. It is known that a giant was once felled by drinking it.
  16. That was the first thing I thought when I saw this thread. Oh God! Not again!
  17. I think you should play a different type of adventure. The clan chief is the clan leader. Every season's "adventures" should be revolved around events that the clan chieftain had the solve for the good of the clan. Not climbing Griffen Mt. for the Windsword stuff, more like immediate situations. Broddi took part in heroquesting to steal the giant's cows, but other than that, most of his "adventures" would have been clan matters. If they don't care for that type of adventure, then simply tell them, well, guess you need to step down from chieftain then. But who knows? They may have a blast with it.
  18. My players are always singing that refrain. I hear ya.
  19. Here's what I took from reading the cult write up. Spirit magic taught: Heal, mobility Cult rune magic: Control Horse, Leap Skills taught: Ride Horse. Lance, 2H spear, Animal Lore Ability taught: Remain Mounted. This is not a skill with %'s , it is an ability. Damage must overcome the riders DEX and SIZE to dismount him. Heroquest Ability: Ulanin's Thunderous Charge. This ability only available to Rune level worshippers, allows the rider to release a Thunderbolt at the end of a horse charge that does knockback damage to anyone on foot equal to the Thunderbolt's damage in a range of 6 meters.
  20. Assuming that Cthulhu doesn't get in the way, or some Deep Ones, or a ghost ship doesn't appear or they find some strange idol, or the ship simply disappears in a fog.....
  21. yeah, the "if it worked that way everyone would use it." argument sways me too. I think I'll apply that all the time.
  22. Which is how I'd be inclined to rule, but we've always played that once bound, the elemental is already embodied. So you can release it at will and it no longer requires the element to embody. But I believe it would pour out of the body except for fire, which would ignite. It has a coolness factor to it. I don't think it's the best use of an enchantment, but there is the coolness factor. As for the impale condition, that's a target condition and I feel that's a valid condition.
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