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About Nevun

  • Rank


  • RPG Biography
    Playing for the last 40 years - though not so much these days. Once gamed for approx 25,000 hours one year :)
  • Current games
    Heroquest, RQ, Pathfinder
  • Location
    Gold Coast, Australia
  • Blurb
    Late 40s family man. Currently raising a crop of new gamers.

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  1. It occurred to me the other day that i didn't recall any reference to the HQ mechanic of Heroforming - allowing oneself to be possessed by an ancestor spirit or becoming the character. Is anything like this currently in the game - or planned?
  2. Nevun

    Defending Apple Lane

    Related to this topic. The requirements for being made Thane of Apple Lane are, among other things, being an initiate or better of Orlanth. How would people manage the situation where multiple characters might qualify? Defer to the nominated party leader? Determine who 'best' qualified? Run a contest?
  3. Nevun

    RQG Character creation spreadsheet

    Can I suggest a link to the "Google Sheets Character Creation Workbook" wiki page somewhere prominent on the first page.A13-15 or suchlike. Or a separate help page on the spreadsheet.
  4. Page 106: Vampires. " Vampires are greatly affected by the determined presentation of the Death Rune by one consecrated (initiate or higher) to a Death cult. The Rune causes damage on touch and acts as a focus for a highly effective Disruption spell. Forceful display of the Rune gains the individual a measure of personal protection from vampires and a method of attack also." States that a presented rune causes damage, is a highly effective disruption rune and protects the weilder - but without defining specifically how or how much.
  5. Nevun

    RQG Character creation spreadsheet

    Very nice work. 2 things. At a few points in skill selection you have to select a number of skills to boost by an amount. Without refering to the game manual there's no way to know HOW many skills can be boosted by 25% or 10% etc. The header tells you haw many HAVE been boosted but not the limits. Also - when I used the Cult fill button, it didn't fill in values for Cult lore(deity) +15%, Worship (Deity) +20% 7 Meditate +5% Not sure why. I added them in manually. When doing the family history, a number of event give specific bonuses - +battle% comes to mind. Are these automatically figured in to the total or do we have to add them up separately and add them to the totals manually?
  6. Nevun

    RQG Corrections Thread

    Ok. I've had time to read over the document twice now. The following is taken from the notes I made durring my 2nd read. Note. I've played RQ since the original 2nd ed so sometimes I may be assuming things happen a particular way because of my previous exp. Possibly correctly. Possibly incorrectly. Some of these notes refer to ambiguities where I, and anyone who has played RQ previously, know what was probably meant. But new players might not. Formatting. Sample characters have some inconsistent bolding issues with POW characteristic. Cousin Monkey pg 91, Vostor pg 92, Sorala pg 94. Question. Character creation Step 6 - Cult. pg 73. There doesn't seem to be any option for pure non-cult magic options. Is it correct that all the magic traditions come from a cult group? Even Shamanistic and Sorcery? Is that correct? Going to be expanded on later? Ambiguous. HP loss due to bleeding pg 148. It's not obvious that hit point loss due to bleeding is applied to general HP or location HP. Ambiguous. Characteristic loss due to disease pg 154-155. There's no mention as to whether characteristic loss is permenant (I assume so) or how to get points back - not till you read the rune magic chapter at least. General comment. Some description of what the various images used in the book were would have been nice. GREAT artwork btw. Rules conflict. Shield use. pg 198 - Successful parry. "in most cases a hit to the shield damages the arm". pg 218 - Notes on shield use. "any damage... above what the shield can absorb... is inflicted on the hit location originally rolled" Comment. pg 248 Spell duration - temporal. Could have mentioned the base duration of sorcery spells here. In addition to Rune and Spirit. Formatting. Very minor quibble. Restore Heath is listed AFTER Resurrect - not in alphabetical order. Ambiguous. Fetch POW. pg 355. end of stage 3. "The fetch adds it POW to the shamans in any POW vs POW contest" . Is this ONLY at this stage of the battle or is it perm? It's not listed as a benefit of having a Fetch on pg 356. It IS referred to on pg 360 - Magical Attack. Are there any limits to this. Can the combined POW exceed racial limits? Does the extended POW affect Spirit Combat damage on pg 368? Comment. Heroquesting. This is referred to several times through the document - eg pg 420. But there is no examples or definitions etc. Is this going to be expanded on in a later release?
  7. Ya. You would lose a bit of granularity. I remains to be tested whether the loss of granularity and added bookkeeping etc is worth the simplification. I wanted to go 1-20 for skills to make them match (more closely) the stat range. That pulls stats and skills into basically the same skill envelope.
  8. I had forgotten about the runes. Doh! How do you implement them? Augments are obvious. Character traits maybe. Would you use them in place of the primary magic skill? One relevant rune in place of Devotion, Spirit in place of Trance, Law or Magic in place of Invocation etc.
  9. I've played a bit of both systems recently - trying to decide on what system to use. While there is much I love about Heroquest i am still very much attached to the old-school system of combat simulation and gearing up *to things HQ does not do that well). I'm considering introducing some of the elements of the Heroquest system into Runequest to see how it goes. Has anyone had a go at this before? Or even had thoughts about it? My thoughts: Utilise HQ 1-20 + masteries instead of RQ %ile. Should make for more seamless, higher level campaigns. Experience gain would be faster (1 point HQ gain is equivelent to 5% RQ) but not by a lot when you consider an optional suggestion was to use 1d6+1 for % gains in RQ. This would not be too dissimilar to Pendragon or PendragonPass. Use of Augments when appropriate. An expansion on the Passions set of abilities. Replacing RQ experience rolls + luck points with HQ Hero Points in some way. Unfortunately integrating HQ smooth "you name it - it goes" ability system isn't really practical in RQ as RQ has a similar framework to so many RPGs; Two system tacked together. One for resolving success or failures of abilities. Another for dealing and measuring damage. The two don't automatically co-relate. Whereas HQ has only the one system. Does anyone have anything they can add to this? Ideas or experience in trying something similar?
  10. Nevun

    Dodge in RQ6

    You could be right. It may be just that I need to adjust my thinking. Maybe if I call it "Defend" rather than parry it will feel better.
  11. Nevun

    Dodge in RQ6

    Am I right in that Dodge is gone as a skill in RQ 6? It looks like you could use Evade or Acrobatics as available but the option of just not being where the blow is landing seems to be absent. You can only parry (much improved now though - similar to what I house ruled for RQ3). Has anyone house ruled this in any way?
  12. Nevun

    starting divine magic

    Try again. Wouldn't save my edits. From RQ6. Pg 259 "Starting Theists" Theist characters start with knowing those miracles available to someone of their cult rank, but not exceeding a number equal to one twentieth of their Devotion skill.
  13. Nevun

    starting divine magic

    From RQ6 - pg 259 "
  14. Nevun

    Glorantha forum voting POLL

    Like others, I've voted for 1 forum. But there really needs to be at least two - Glorantha-the world, and Glorantha-Rules, much like the early Yahoo groups. The Rules forums would be for discussion of game systems and their integration into the world of Glorantha. The World forum would be for discussion of the minutiae and detail of the world that is Glorantha. The issue with the poll is that it doesn't offer a choice to filter out world discussion from Game systems. Time has already proven that there is a desire to have separate discussions about Glorantha that doesn't involve game systems.