Jump to content

boztakang

Members
  • Content Count

    114
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by boztakang

  1. p10 top of 2nd column - "Dragonewts rose and crushed the heart of the once-might civilization" should be mighty also p10 col2 = "2. Aldryami, most in the Stinking Forest" should be mostly p13 - "ingratiating them into his realm" should probably be "integrating" p13 col2 - italics continues after the pure horse poem, into sections that it shouldn't p14 - "although a few are known to have not only survived but strengthened by their participation." should read "but been strengthened" p14 - "longabandoned" should be two words (or hyphenated?) p27 - image is of starbrow's rebellion, not grizzly peak.
  2. The Zorak Zoran cult has its own spirit tradition based around enslaving or bullying spirits to do what you want. In general, ZZi have access to lots of smallish spirits to do things they find useful (fear, disruption, bludgeon, protection, etc - ie:"battle magic") but generally will have difficulty dominating larger "unit-chit" sized spirits, and when they do, are more prone to such spirits going rogue and turning on their summoners, given the least opportunity. Reliable control of really big spirits will def be more of a Kyger Litor thing, though even then, powerful underworld demons are never going to be terribly docile or predictable. After all, even the most friendly and well-meaning ancestors from the god time may not properly realize that YOU are mortal, and that killing and eating you is not just harmless fun anymore, like it would have been in wonderhome.
  3. I'm not even certain that a human MUST have an elemental rune. I'd be just fine with a player taking for example Truth/Life/Change as their runes if they wanted to, and had a good justification. After all, everyone "has" ALL the runes really. The ones recorded on their char sheet are just those that are sufficiently strong to produce magical effects. Not having a strong elemental affinity is weird, but certainly not impossible in my glorantha.
  4. also, if when the waters recede, you could park it just-so here on Blackorm Mountain, right next to Cliffhome, that would be very lovely, thank you! :urp!:
  5. Shortly after discovery, the corpse of our poor Teelo Norri victim goes missing. After all, any newly hatched nest needs a queen... This way, she doesn't even have to have turned to chaos before she was murdered, and might even have been murdered for some unrelated reason, or even accidentally killed by an otherwise upstanding person, who has attempted to hide their role in the killing out of personal shame and embarrassment (completely unaware of the scorpion nest complications). Illumination comes with her resurrection, and she now seeks revenge for her own murder, and protection for her chaotic sibling/minions. Now you have a "mundane" murder mystery, where just as the PCs are about to bring the secret killer to justice, they suddenly have to face the wrath of the "victim" all amped up on chaotic scorpion awesomeness.
  6. It could be worth noting that ultimately, Orlanth "defeated" chaos by running away from it and asking for help ;-)
  7. Chaos itself is inherently Nihilistic - it is, after all anti-being. People (of Gods), however, are drawn to it for many different reasons. I think the Unholy Trio represent the three most common of those reasons - Survival, Revenge, and Madness. Primal Chaos, on the other hand, is nothing and wants nothing - it is just pure power that can be tapped by anyone desperate, angry, or insane enough to make use of it. So for the purposes of your scenario, what did the villain want badly enough to resort to chaos? and what is the horrible twist that chaos introduced to their plan to turn it all wrong and evil? You could have a village of ducks that hid themselves from lunar bounty hunters by summoning monsters, that now infect the ducks' eggs to reproduce themselves. You could have a Lunar Tax Collector who made themselves visible only by moonlight to escape rebels, but is now so horrible to look at they cannot bear to be seen at all. Or a bereaved mother who secretly "resurrected" her stillborn child (as an ogre, ghoul or vampire) with obvious downsides as the child matures. and so on...
  8. On a macro level, I tend to believe that Magic is a wash. For every Repair spell there is a renegade Gremlin running around breaking things. For every Plowsharp, there is a stubborn Stone Spirit refusing to be budged. The simple existence of Heal2 means that people are far more likely to resort to swordplay over minor disputes then they would be in our world. The main "economic" difference I've seen mentioned is the big reduction in child mortality. A much greater percentage of Gloranthan births result in adults than was the case in the RW until very very recently. This extra population is, of course, then "spent" on battle fields and in various natural and magical disasters.
  9. except Hunger is typically a Darkness thing... though I quite like the association of salt with satiation, which explains why we so often have trolls monopolizing or associated with salt gathering. I suppose there is no particular problem with elements sharing certain traits, like Darkness and Air share Sound.
  10. @David Scott In my HQ formulation, trolls have three runes - Darkness, "Ancestor", and "Temperment" Storm is one of the Temperment runes. (So, in general the "third rune" as you surmised) Normal Uz are not at all likely to become Wind Lords. However, 13G chars are quite explicitly not normal folk. I can certainly see a "Windy" male troll managing to alienate his Mother/Wife and getting basically outlawed from troll society. In that case, he could easily seek refuge with the orlanthi, and prove himself useful enough to eventually rise to Wind Lord status. Any more traditional trolls in the party will make fun of him a lot, however.
  11. I don't think many people would be able to find the errors at all without the errors thread to guide them. On top of which, HQ is an immensely forgiving rule set - it's nearly impossible to get "wrong" once you understand the core concepts - which are dead simple, but different enough from "traditional" RPG play that it can be a bit tricky to really "get" at first. Many of the best HQ games I've run involved little more than a few simple contests strung together by mostly player-generated narrative. If you focus on telling an interesting story, and just throw in a contest whenever it's not obvious how things will turn out, you should be just fine. IMO, the hardest part of running HQ is actually accepting how utterly simple running HQ can be. I know I went through a fair period of "nah, it can't be THAT easy..." and trying to over-complicate things before letting go and letting the system really shine in its simplicity. In HQ the rules are really just there to add a bit of surprise and tension to your collaborative storytelling. RQ on the other hand, is a far more traditional RPG experience in that it sets up a framework or rules and expects the players to work through them. The rules matter, and tell you more or less exactly what happens, based on how you tried to go about doing whatever it is you are trying to accomplish. The two games are very different in approach, but both work extremely well at highlighting different aspects of Glorantha.
  12. It is worth remembering, that the biggest draw of HQ is that the rules get out of the way, and don't need to be worried about much. Consequently, a few imperfect examples should have little or no effect on anyone's actual gameplay. In actual play, I generally end up just picking a target number out of thin air that seems reasonable, given the skill levels of the Heroes, the nature of the situation and the dramatic tension of the moment. Then we resolve a simple contest to see how it turns out. The fun comes from describing how that result came about, and working out exactly what the consequences of each [brilliant success/hardfought struggle/abject failure] actually are. Once you understand the basics of Staging a Conflict, and Describing the Results, the rest is entirely up to personal (or table) preference. Sure, the forum thread looks intimidating, but the "Errata" as stands would consist of one reworked example, and a few messed up numbers. IMHO, it just isn't worth the time and effort to crack open the sources, make the changes, re-proof the whole thing to ensure that the changes didn't cause worse problems, and re-publish the book, given how minor the existing errors are. Chaosium is a Very small company, with a Very big pipeline of products in the works. Having someone spend a week or so re-publishing a book that is perfectly functional as-is means a week or so of work that is not getting done on RQ, or another upcoming project. HQ is by far my favorite RP system, but I still think it would be a huge mistake for Chaosium to let a few scuffs in it's paint-job distract them from getting the new RQ out asap.
  13. Fermenting is extremely important for Uz, as it provides ways to "cook" without tainting your food with excessive heat. Their enhanced digestive system also permits them to enjoy many varieties of food that humans do not. Maggots and putrescence are delightful flavor enhancers, to the trollish palate. Mee Vorala and Gorakiki are important goddesses who each provide their own special food and beverage transformation magic, but shamanic insight is equally important - intoxicating beverages aren't call "Spirits" for nothing. Each clan and region has its own specialized flavors and techniques, and trolls will gleefully obsess over the fine distinctions between different varieties of "spoiled meat" in the same way that human enthusiasts do over wine and cheeses. Spirits are important both to attract the right varieties of insects and fungi, as well as for direct effects. I believe that in Glorantha, spirits replace the effects of microscopic beasties like yeast or bacteria, but the observable effects are mostly similar, despite the well documented more extreme effects available to troll mixologists. (mmmmm, Powzie!)
  14. Trolls, in general, ARE much more variable in appearance than humans... but this fellow would still be a bit of an outlier. The Curse of Kin is not good about respecting symmetry, so to have both thighs reduced and both arms grown by the same amount on each side would be highly unlikely (though not impossible, of course). While I will NOT be including a "Holy Maul of the Dark Mother" to permit over-sized weapon use by Uz in any supplement I have creative control over (grr! bad!! we hates it), I could possibly get behind a "Warhammer of Warhammer(tm)" sorcery spell to allow Iron Mostali to be represented by more commonly available minis. (well, not really, but it's funny enough to me that I'm willing to propose the idea)
  15. in addition, that mace falls badly afoul of my personal distaste for grossly oversized weapons... I can accept that some exaggeration in minis and such is unavoidable, but just think for a second how much a metal ball that size would weigh - yikes! The haft is about the right length for a Maul, but even then the head is silly huge. A weapon half that size would still be a Very big, heavy one-handed mace. The body does seem to be upright and squished downwards, with most of the thighs missing, rather than crouching properly, which would bring everything much closer to correct proportions. I do like his face quite well, though. And hooray for Uz!
  16. The distinction between Dark Troll and Darkness Spirit, particularly in the underworld, is not always as concrete as humans naturally think it should be. To further cloud things, Cragspider may be the only being in existence that actually knows her true origins, and she's under no obligation to tell the same tale about it twice. For my part, I don't believe that she is a Heroquestor posing as herself, but I have no plans to publish anything that would directly contradict that possibility.
  17. But then, what do folk in the underworld walk on? Until you reach the Primal Darkness, there is always Earth underfoot. In the Primal Darkness, there is no 'you' to be Loved, and no Earth to do the loving, so things get all floaty there in all sorts of terrifying ways.
  18. It's really more about what it hints at... why HAVE tens of thousands of Uz uprooted themselves from their comfortable caverns and decided to march most of the way across a continent? Seeing ONE Uzuz on the surface is cause for major concern... here we have a dozen or more. If Kyger Litor really IS pregnant, what does that mean for the Compromise?? What sort of new god will she give birth to? From that standpoint, tiny things like moving some earth around or growing a bunch of trees seem a bit inconsequential, no?
  19. boztakang

    Heroquests

    One recurring theme of Uz quests is the pattern of "Things were great! Then Big Evil came and ruined everything. But we survive." vastly simplified examples: Boztakang - I'm crawling around in the dark, hooray! Hey, what's going on in that pit/crack/whatever??? ogod chaos eww! But I beat it, and tell my friends in case it comes back. Three spirits in darkness - We's chillin in the dark, hooray! Hey, what's this new thing? ogod Aether, eww! But I (bit it in the fase/turned my back/snuck a peak) so I can deal with it now. Battle of Hanroo field- Wonderhome, hooray! OGOD IT BURNS, IT BURRRNS!! but we snuck away via the backhill path, and komor is better than oblivion, I guess... In many situations, Uz turn the Heroes Journey on it's head - they are the "unknown" violated by outsiders, and have to find a way to muddle through afterwards. They are also the Ravenous Monsters who seem to be conquering all until something small and bright and apparently harmless undoes them against all odds. (Nysalor/pretty much any human adventuring party ever) I know that's not the specifics you are looking for, but It might help in winging HQs from the Uz point of view.
  20. The char with skill over 100% does not HAVE to split their attack. It is just an option. So, the master here could attack once at full 120% v 60%, -20% to both for the skill over 100, giving a single attack of 100% v 40% with 6% to crit, 30%special, OR they could choose to make the two attacks as you describe. They could also make the attacks 70v60, 50v40 or 50v60, 70v40 or anywhere between.
  21. come now, I can personally swing a sword 20+ times in 12 seconds... the "one" parry is the one that matters, just like the "one" attack is the one that matters. Spells take some time, so we don't have to compress that, but we do abstract a lot of chanting, calling names, and adjustment of mental state into a single "spell" roll. Yeah, realistically, sometimes 3 or four melee rounds will pass in a second or two, while in other cases, opponents will spend a minute or more waiting for a chance to take a telling blow. RQ abstracts that down to a relatively reasonable 12 seconds per meaningful exchange. I'm afraid I really just don't understand your objection here...
  22. High skill allows you to make 2 blows out of the series "count". The abstraction is that a normal fighter is only going to get one "good opening" to attack per round. A weapon master is skilled enough to spot additional chances that someone less skilled may not. In a fight, a novice might swing their sword 20 times in a round to the master's 2, but the master will make those two swings count, while the novice is unlikely to connect at all (gets one "attack" at low percentage) You could even imagine the 3 attacks of a master with 150% or better skill as a single sweeping blow that takes out multiple locations - cause she's just that good.
  23. boztakang

    trollball ?

    The lack of Trollball updates is largely my fault - i've been neglecting it a bit, sadly. Fortunately, I'll be meeting with Jeff a few times over the next couple of weeks, and that should get the wee trollkin of inspiration running around in my head again. I will have a playable version with me at GenCon, and will be glad to demo for folks able to attend, schedule permitting. How polished/complete/official it is will depend a lot on my personal ability to focus on it between now and then. There really is quite a bit of uzly goodnis taking form in the shadows, preparing to burst forth into the world of light and pain... it's just that, well, trolls (and troll authors) make poor Mostali, so the schedule is not all it could be.
  24. you are forgetting the SR used to fire the weapon the first time: SR 1 - fire first shot SR 2-6 - +5 to Ready next shot SR 7 - +1 to fire second shot able to ready, but not fire a third shot this round. 7+5+1 = 13
×
×
  • Create New...