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jongjom

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Everything posted by jongjom

  1. Will anyone answer Q.2 with 'Other' with the thought of using the Gods War bigatures? Addendum: obviously only some of the figures, otherwise I imagine the scenario would quickly descend into a TPK.
  2. After the final River Test the Marco Polo has docked in Southampton.
  3. Same here. It is also stuck on Vessel Finder, but in that case it only has made it to near Malaysia! https://www.vesselfinder.com/vessels/CMA-CGM-MARCO-POLO-IMO-9454436-MMSI-235095231
  4. It's a very good name. Simple and effective. Cannot fault that.
  5. 😵Some sore heads in Berlin this morning? Hope things went well. Any good stories to tell?
  6. jongjom

    nuYGMV

    That's always been the thing that has confused me: how people are comfortable (if not want) to do their own Alternative Earth, but not Alternative Glorantha. Thinking about it in another way, even if you're trying to do a Real Earth campaign you're not going to worry about all the endless detail (history, geography, physics etc.), and will probably accept the inevitable deviation from reality when the story dictates (and no-one can be arsed to look up the 'facts').
  7. Page 29 Baboon Hit Locations Abdomen and Chest both should be /4 (if they follow the same pattern as Human Hit Locations)
  8. Page 10 Centaurs Hit Locations HP are: /4 /4 /6 /6 /4 /4 /6 /4 /6 for a Centaur with Total HP of 13-15 (as described on page 10) Page 31 Centaurs Hit Locations are different, yet their total Hit Points are 15 and so should be the same as on page 10. Please change the location hit points here to be the same as p. 10 Page 10 Manticores Hit Locations HP are: /4 /5 /5 /6 /6 /4 /4 /5 /5 /5 for a Manticore with Total HP of 13-15 (as described on page 10) Page 31 Manticores Hit Locations HP are very different. Their total Hit Points are 17 here. Please change the location hit points here to be /5 /6 /6 /7 /7 /5 /5 /6 /6 /6 Page 10 Dragonsnail Hit Locations HP are (one-headed): /6 /5 /5 (two-headed) /6 /5 /5 /5 for a Dragonsnail with Total HP of 13-15 (as described on page 10) Page 98 Dragonsnail Hit Locations HP are different, yet their total Hit Points are 15 and so should be the same as on page 10. Please change the location hit points to be the same as p. 10 Page 10 Has Four-legged Animals Hit Locations HP as: /5 /5 /6 /6 /5 /5 /5 for a Four-legged Animal with Total HP of 13-15 (as described on page 10), however: Page 146 Horse (Total HP 17) have a different configuration /6 /6 /8 /8 /6 /6 /7 (i.e. an 'extra' HP in the Hindquarter, Forequarter, and Head, beyond that of the usual increase). Two errors are (possibly) Page 10 Add an extra HP to the Head to make it /6 AND Page 146 Subtract the extra HP from the Hindquarter, Forequarter to make these /7 /7 Page 11 Harpies Hit Locations HP are: /4 /4 /5 /6 /5 /5 /6 for a Harpy with Total HP of 13-15 (as described on page 10) Page 100 Harpies Hit Locations are the same for a Harpy BUT with Total HP 10. Change the location HP here to: /3 /3 /4 /5 /4 /4 /5
  9. Page 25 Elf Bows It acts as a mere self bow for other elves.
  10. Page 12 Does the Green Elf Forest go all the way through Dagori Inkarth?
  11. The terminology seems to be "Elemental" reading from: Page 45 of RQ:G Choosing Your Elemental Runes Choose three Elemental Runes to be your primary, secondary, and tertiary Rune affinities. The primary Rune starts at a 60% affinity...
  12. Page 57 "Runes: All dwarfs have the Earth and Stasis Runes at 80% or higher." This is not compatible with: Page 58 "Runes: All dwarfs have the Earth Rune as their primary Elemental Rune and take Stasis at least at 80%." This is because a primary Elemental Rune is 60% (page 45 of RQ:G). Please change the text of one of these. Page 104 Scorpion Men Runes: Beast 80%, Chaos 60%. In alphabetical order Page 127 Wyrms Runes: Typically one Elemental at 70% and one Power at 70%, appropriate to their cult. Page 173 Voughs Runes: Death 100%, Water 100%. In alphabetical order
  13. Please add Spirit Combat Damage to all of the following. This will save rummaging around to find the value. If this causes too much disruption to the formatting, then maybe just add in the Spirit Combat Damage to Creatures that do NOT have 1D6 damage. Page 18 Dryads Spirit Combat Damage: 2D6+3 Page 19 Brown Elves Spirit Combat Damage: 1D6 Page 20 Green Elves Spirit Combat Damage: 1D6 Page 21 Yellow Elves Spirit Combat Damage: 1D6 Page 22 Black Elves Spirit Combat Damage: 1D6 Page 23 Blue Elves Spirit Combat Damage: 1D6 Page 23 Pixies Spirit Combat Damage: 1D6 Page 23 Baboons Spirit Combat Damage: 1D6 Page 31 Centaurs Spirit Combat Damage: 1D6 Page 47 Maidstone Archers Spirit Combat Damage: 1D6 Page 52 Morokanth Spirit Combat Damage: 1D6 Page 67 Triolini Spirit Combat Damage: 1D6+1 (Males: 1D6) Page 75 Dark Trolls Spirit Combat Damage: 1D6 Page 77 Mistress Race Spirit Combat Damage: 1D6+1 Page 86 Wolfbrothers Spirit Combat Damage: 1D6 Page 113 Magus Profundus Spirit Combat Damage: 1D6+1 Page 114 Magus Mediocris Spirit Combat Damage: 1D6+3 Page 114 Magus Magnus Spirit Combat Damage: 1D6+3 Page 117 Nymphs Spirit Combat Damage: 2D6+3 Page 174 Kogui Spirit Combat Damage: 1D6+3 Page 174 Kogui To save space for the additional text on Spirit Combat Damage, change: Rune Magic: Can use his Rune points on the following spells: Cloud Call/Clear,... to Rune Magic: Access only to: Cloud Call/Clear,... Page 175 Snake Daughters Spirit Combat Damage: 2D6+3 Page 176 She That Strikes from Afar Spirit Combat Damage: 2D6+3
  14. Page 179 If the darkness elemental’s attack is successful, roll for the result on the Fearshock table: [elsewhere the type of attack, rather who is attacking, is used to name the table] Maybe change the table to reproduce the same method used as page 328 in RQ:G to calculate the effect (of Fear in that case). In which case delete the above sentence, and use the Fear Effect table (as per page 328 RQ:G) and use the below sentence instead: If the victim’s POW is overcome, the degree of success determines the effect: This will then also match up with the Moon Elementals (Lunes), see below. Page 179-180 It can engulf about half of one human-sized victim per cubic meter of volume. [This is not borne out in the next paragraph when a 3m3 medium elemental cannot completely engulf a human. Please change this sentence or the text of the next paragraph] Page 181 Note: The lune matches its POW against the target’s POW. [why magic points when other elementals use POW?] Change: If the madness attack of the lune is successful, consult the Madness table to determine the attack’s effect. To: If the victim’s POW is overcome, the lune's degree of success determines the effect on the Madness table. - The degree of success is important here, and should be mentioned. Partly as this is currently a different method employed compared to the darkness elemental’s method to determine outcome. Page 182 Selenes are like lunes, though they are not affected by the cycle of the Red Moon. [Shades are not affected by the cycle of the Red Moon] Page 182 Notes: More powerful and sentient water elementals [all other elementals have lower case] Page 182 commonly called manthi and are the powerful beings [italics?] Page 182 the hands of mercenary captains who acted as priests and Knights for their troops. NB. Knights? Are you sure about this not-quite bronze age term? Page 182 armored naturally and can see in the dark like trolls. Page 183 Black Horses POW 3D6+6 16–17 Hit Points: 22 (by virtue of their 17 POW) Magic Points: 17 Black Horse HP body chart looks wrong as their current total HP (21) gives the same HP for the hit locations as for ordinary horses (total HP 17). Therefore: Black Horse HP body chart (total Hit Points: 22) /8 /8 /9 /9 /8 /8 /9 [Also, see note below on Horses. Correcting the error with Horses then brings these creatures into line with Black Horses and other Four Legged Animals] Page 183 Hollri Ice Points: 45 (SIZ + POW) because it not an 'or' Page 183 Hollri 2H Ice Spear 80 1D10+1+3D6 3 [STR+SIZ=58 so a 3D6 damage bonus; a 2H Spear has a SR of 0 so the Base SR becomes the weapon SR] Thrown Icicle 55 1D8+3D3 3/9 Page 185 River Horses Spirit Combat Damage: 2D6+3 (POW+CHA=41, so 2D6+3) Page 186 The header / title: Thunder Brother as Winged Bull-Man Page 186 Whirlvishes Spirit Combat* 55% 1D3 spirit damage (POW+CHA= 11, which by the Spirit Combat Table puts it at 1D3) Page 186 Wraiths Can you please add their Spirit Combat % [ Because: "On subsequent rounds the wraith must attack by a special form of spirit combat."]
  15. Page 170 Plant Spirits Can you please add their Spirit Combat % [NB. Although page 165 has, "When in doubt, the skill is POW×5%", in all these cases why does the reader have to have doubt when there doesn't need to be] Page 170 Plant Spirits - because you know it makes sense! The victims of such possession typically suffer effects akin to the spirit special abilities Madness Rune spell or the spirit Slow Death special ability. Page 170 Ghosts Can you please add their Spirit Combat % Page 170 Ghosts found in the usual run-of-the-mill spirits. Page 171 Guardian Spirits [not used here as a skill, hence lower caps] to zero through spirit combat but almost Page 171 Landscape Spirits Magic Points: 17 [their POW is 3D6+6, and the format is to use the upper value] Rune magic typically includes Bless Crops and Divination. Special Abilities: Healing, Rune Magic, Slow Death. Can you please add their Spirit Combat % Page 172 Sprul-pa this with soild walls, at which point the skull drops to Page 172 Voughs goat or pig, though a man will do as well. [checking that it's a human male, not female or any other sentient species that will do? After all this is the Bestiary to enable you to play a non-human centric campaign] Page 172 Voughs They lose a point of STR for every 10 meters they move away from their native water. [Maybe change it to this for simplicity: keeping it to the same ratio as for other nymphs] Page 173 Voughs Hit Points: 21 (+1 due to SIZ, +1 due to POW (17)) Armor: 2-point skin, plus soaking wet robes worth 6 more points, for a total of 8 points of armor. [Seems out of kilter with RQ:G, with Plate armor being 6 points] Skills: Dodge 35%, Hide in Cover 80%, Move Quietly 95%, Spot Hidden Search 50%, Swim 80%. Can you please add their Spirit Combat % Whip*,** [Add the extra: *, ] extremely powerful voughs may have claws formed of enchanted rust-proof iron). [for clarification, and if true] Transfer "The whip can reach out 10 meters." from the first section [*] to the second section [**] where it belongs - this doesn't apply to Claws Page 173 Voughs chosen Water deity. They only rarely possess allied spirits. Page 175 Snake Daughters Magic: The Snake Daughter possesses spirit magic spells equal to her CHA. She also possesses 4D6 Rune points in Page 176 Embodied Spirits cannot incorporate in the Material World except by being and other genius loci) can incorporate in the Material World, Spirits that physically manifest in the Material World Page 177 SIZ of 3 cubic meters (meters3). --> SIZ of 3 cubic meters (meters3). Page 178 Damage done is 1D6 plus another 1D6 per 3 meters of fall. (using a '/' here can mean you divide 1D6+1D6 by 3) Thus, a A small air elemental can do a maximum of 2D6 damage, but by making the elemental 6 meters high, a medium air elemental can do 3D6 damage, and a large air elemental does 5D6. --- There is no "Thus" about this. It looks like the narrowest (breadth and width) an elemental can be is 1m x 1m, to allow the above results. Reduce the sentence and explanation and Keep It Simple. Page 178 Other Dehori that wander around Shadows Dance are immense (no apostrophe)
  16. Page 165 exact POW, INT, and CHA[delete comma] of that entity. [as was done in RQ:G] Page 165 Spirit Combat Level: elementals are not the best Examples, given their descriptor (for starters, they do not have a Spirit Combat skill) EDIT: OR if they do have a Spirit Combat skill can you please add this to the relevant section. 01–25% small elemental spirit, They don't have CHA which would give them very weak Spirit Combat Damage 26–50% medium elemental spirit, Ditto weak Spirit Combat Damage 51–75% large elemental, Page 166 Bite damage equal to 1D10 plus any damage bonus and [how do you figure the damage bonus if it has no STR or SIZ?] Page 166 Disease [keeping to RQ:G terms, as page 154 of RQ:G] For each subsequent success, it infects the victim with another disease or with the next degree of illness / OR serious version / OR terminal version of a previous infection. Page 167 if subject to the Berserker Rune spell. Page 167 [keeping to RQ:G terms, as page 295 of RQ:G] Shape-change --> Shapechange Page 168 [keeping to RQ:G terms, as page 295 of RQ:G] Special Abilities: Animal spirits often can shapechange Page 169 Disease Spirits [a repeat from above?] Page 169 [keeping to RQ:G terms, as page 154 of RQ:G] A second success infects the victim with the next degree of illness / OR serious version / OR terminal version of the disease (see Disease, pages 154–156 of the RuneQuest core rulebook). Page 169 Disease Spirits Can you please add their Spirit Combat % Page 169 Healing Spirits Can you please add their POW, Move and Spirit Combat % EDIT: Page 169 Healing Spirits - Currently this section reads like its been written for RQ3. Change it to: EDIT: For example, if a POW 16 healing spirit engages a POW 14 spirit of disease, both will be able to attack the other. If the spirit of disease succeeds in its Spirit Combat attack, and the healing spirit misses its attack, the disease spirit then can attempt to neutralize the healing spirit. If it immediately overcomes the healing spirit’s Spirit Combat again, the healing spirit will lose its disease curing properties, and it becomes a normal disembodied spirit.
  17. Page 57 The dwarf has a 70% of being unaffected by any spell cast at them, or cast by them.
  18. Page 27 Arrow Trance Delete the " / " between the Plant and Earth Rune [unless this variation from the normal signifies something, in which case please state this]
  19. Page 27 Tree, Heal Body, Plant Spy, Recover Spirit, Reflection, Resurrect, Shield, Silence Sphere, Tanglethicket. [replace this spell or give it a spell description later] Page 94 Crack the Crack takes effect only if it has enough Rune points of POW in it equal to or greater than those placed in the Rune spell. Page 198 Cure Disease skill or Cure All Disease spell, [use the singular, as per RQ:G]
  20. Page 22 Yellow Elf. Small Shield SR 7 Yellow Elf. Short Spear SR 6 Page 26 Plant Spy, Reflection, Resurrect, Shield, Silence Sphere, [i.e. not Resurrection] Page 27 Yelm: Provides Sunripen to Shamans of Aldrya and Gardeners. - Sunripen is not part of Yelm’s list of Rune spells in the Core Rules. Sunripen is also not listed in the Core Rules or within this document Page 32 Fox Woman (animal form) CON 2D6+6 13 [or use 3D6 and average 10-11, as for human form and change the HP to 9 for Total HP and reduce each body location HP by 1] Page 57 Armor: Coat of unenchanted heavy dwarf iron chainmail (5 pts.) and full helm (6 pts.) [doesn't it have to be enchanted to get extra HP?] Page 58 Equipment: Melee weapon, missile weapon, medium shield, heavy dwarf iron chainmail suit (9 pts.), iron plate dwarf helm (9 pts.), [assuming its enchanted, then it gets only x1.5 of the standard HP of a helm - unless there is extra HP from its crafting? in which case state this please] Page 165 Spirit Combat Damage table is very different from that in RQ:G page 56 and page 368. Can you please correct: 41–56 2D6+3 Each +16 points Additional 1D6+1
  21. Page 160 Esrolian Python Armor: 2-point glistening scales. [snakes have scale not skin?]
  22. Page 43 and Page 81 Detect Enemy --> Detect Enemies
  23. Page 156 Skills: Smell Foe 45% Elsewhere it's the singular
  24. Page 155 Impala. Skills (alphabetical order) Skills: Dodge 50%, Jump 90%
  25. Page 148 Mules Put their stats in STR, CON, SIZ order
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