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Pentallion

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Posts posted by Pentallion

  1. On 3/20/2019 at 4:19 PM, Bohemond said:

    To me, these myths feel a little bit too 'fairy tale' and not quite Gloranthan enough. Any thoughts about how to address that? 

    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.

    • Like 1
  2. 8 hours ago, Brootse said:

    From the rulebook: A sorcerer’s understanding of a Rune is not based on their affinity with that Rune, nor is it a skill. Instead, an adventurer either understands a Rune well enough to manipulate it, or does not.

    CH worshippers are allowed to learn any kind of magic that isn't harmful, and LM temples teach a certain set of sorcery spells. Issaries worshippers can't trade for understanding of sorcery runes.

    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.

    • Like 1
  3. 1 hour ago, Brootse said:

    In that thread I linked Jeff said that Orlanth's Initiates aren't allowed to use sorcery.

    That's not what Jeff is saying.  You took that one sentence out of context.  Prior to that, Jeff had just said:

    Quote

    when actually a simple use of Water and Command contains what is necessary, once you understand the spell. 

    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.

  4. 1 hour ago, Steve3742 said:

    Annoyingly, it still hasn't updated, 14 hours after this was its position. I know very little about seafaring, but I imagine their are things that might force it to head off coast 100 miles before turning south (ocean currents, rocks, shallow water, typhoons, pirates, sea serpents, Leviathan, etc.) But I'd like to see it turn.

    As an alternative... is everyone sure they're being shipped to LA? That they haven't been unloaded in Vancouver and are now being trucked to LA?

    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.

  5. 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.

     

    • Like 1
  6. 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. 

     

    • Like 1
  7. On 3/5/2019 at 8:20 PM, Roko Joko said:

    I can't believe nobody else thought of naming the book that would be known as RuneQuest: Glorantha "ReQuest" instead.  Missed opportunity.

    That's what you do after you blow the first quest.

  8. 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.

    • Like 1
    • Thanks 1
  9. On 10/6/2017 at 5:51 AM, Tindalos said:

    The rivers are not salty because they lost much of their purity.


    Salt is the gift of Nelat, god of purification. It is used to cleanse things of evil, such as enemies of the sea, to make them good.

    This can be seen when the surface god Orlanth plunged into Nelat's baths of acidic brine that burned him like fire. And even on the surface, salt is used to purify things, and to prevent Chaos from growing in tainted places.

    Nelat's gift makes the sea salty so that it would be protected from corruption, but the rivers and most lakes were too far to receive it.

    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.

    • Like 2
  10. 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.

    • Like 1
  11. On 2/22/2019 at 9:57 AM, soltakss said:

    No, for the love of God no! Please let's not have another thirty page discussion over whether Gloranthans have stirrups, saddles or whatnot.

    That was the first thing I thought when I saw this thread.  Oh God!  Not again!

  12. 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.

  13. 12 hours ago, Richard S. said:

    I second this request. With Heroquesting being such a major feature of Glorantha it's frustrating that we don't have official rules for it yet.

    My players are always singing that refrain.  I hear ya.

    • Like 3
  14. 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.

    • Like 1
  15. 21 hours ago, MOB said:

    According to our shipping agent:

    Mol Tribute due in Southampton UK on March 7th.

    Xin Los Angeles is due in Longbeach California on March 6th

    XIN CHI WAN is due at Botany Bay on February 25th. Port Botany is Sydney Australia's container port. (BTW, this is the site where Lieut. Cook landed in 1770, and where the First Fleet initially attempted to set up the prison colony in 1788, before quickly moving to the more suitable Port Jackson to the north). 

     

    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.....

  16. 13 hours ago, womble said:

    By the same token, if it's as obvious as the Salamander-spear trick would be if elementals didn't need some quantity of their element present to manifest, it'd be standard practice. There's a reason why it isn't.

    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.

    • Like 1
  17. These guys invented the Hula Hoop of Death and the Whirlygig of Doom.  So when they start asking these kinds of questions, it usually ends up with some totally unexpected exploited magic item.  Sometimes, like in this, something seems like a waste of time, but the fact these guys are asking always gives me pause.

    • Like 2
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