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MJ Sadique

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About MJ Sadique

  • Rank
    Senior Member


  • RPG Biography
    RuneQuest-er since 95' with Glorantha, Land of Ninja and Vikings...
    -Had love playing : L5R, Warhammer (a lot), Guildes (the 2), Murphy's, Thoan, EarthDawn, D6's 2012 Exctinction.
    -Also Done : Elric, Stormbringer, Capharnaüm, Dead Lands, JRTM, Cops, World of Darkness and a lot of others...
  • Current games
    Master at RuneQuest III, Cobra, Polaris 3
    -Player at Kuro Tensei, Iron Kingdoms (FantasyCraft Rules),
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    My player name me "Sadic Master" because I loved let them live... some fear death but death is a salvation to me.

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  1. Need to fix the layout

    Yep, but You just forgot the theatrical/comical part ! plus, As a GM, Entertainment must be one of your skill ! There is such page at - www.chaosium.com/free-downloads/ - but it's not updated, nor accessible from the parent directory (Home / Playing our Games / Organized Play). The best way should to be polite and ask for a tiny updated but I think they have their hand full at the moment... Plus, It's a old rpg factory; If there is no challenge, there no fun ! and as far as I am concerned, as long as it's not at the level of BB Editions (Worst RPG website of the World) it's fine XD
  2. Need to fix the layout

    Oh Styopa It's really easy, you click on "Product Description", you read the text and clic on Get the PDF for free.. If your friend is not a neo-web-archeologist, he/she should get the skills (:p). I personnaly get it quickly ... around 20min... XD ⇓ ⇓ ⇓ Copy-paste with link in red !!! ⇓ ⇓ ⇓ Product Description Welcome to Greg Stafford's World of Glorantha Glorantha is ..... Take a Peek Inside And Read the Reviews "This is a book I will buy when it’s out fully. The combat is fun and new. The world is a novel place for me to throw my players... I want more, so this book’s got me hooked." - Throat Punch Games - Ringside Report : "RuneQuest: Roleplaying in Glorantha – Quickstart and Adventure does exactly what it sets out to do ...it does this not just for a single Free RPG Day, but for the foreseeable future." - Reviews from Rl'yeh "...an excellent introduction to the core rules and basic gameplay" - Shattered Ravings Ready to play now? We have some great guidance to help you run the adventure. Gamemasters should go here to read it online, but players should wait until they get a chance to experience the adventure. Get the Free PDF Download! ⇦ Lyfan : TADA, it's hereeeee We also offer this booklet as a free downloadable PDF. Please click here to get the RuneQuest: Roleplaying in Glorantha Quickstart PDF while you wait for your printed copy to arrive. But Wait,We have more Free Downloads and information Adventurers Handout for Players Optional Adventurer - The Assistant Shaman
  3. Can Warding be abused this way?

    Muaaahahahah, the hamster wheel of doom .... I love this one. I truly love all your Eurmal ideas and even if it's not possible in rules, this will definitely become a godly item in my Glorantha. I think I will prefer create the Hula Hoop with Issaries warding (aka create a market in GoG) because you are target by the magic If you have hostile intent (friend or foes); So if you can play with Eurmal Hula Hoop of Death it mean you are friendly, if not you are hostile and the unlimited power will crush you (since there no limit to stack create market unlike warding). I just remember The best/worst abuse I ever try (in RQ3) as player : I was playing an aldryami at that time and I create a "wall" of 81m length x 1m wide and I just play a Benny Hill and start slaloming in and out this wall for disruption's effect to kill the 4 overpowered broos of the scenarii... I got some scars on my back but It work perfectly fine as enemies could not see the warding area. After that, I ask the master if I could use a flower pot with the 4 wands inside to create a 3 meters length wall (blade)* that could continuously inflict Disruption. But the master told me no because Aldrya would not protect such flower pot (but a 4D3 disruption flower-pot-blade could be so much fun). So the flower-pot-blade of Death never came to life... *Since Warding is the power of a god protecting a place by creating a 3m high wall
  4. Runequest Quickstart

    1/ Me too... (So I'm a grognard ^^; ) I should said a bit Obsessive and sometimes compulsive as any RQ master. 2/ Yes, this is why RuneQuest 6, Legend and Mythras are written with same code color. This also why they are in fork category as it's not glorantha related. 3/ Yes, I still have the pdf but it was so horrible (in term of color and paging) that I close the pdf as soon as I've download it (I never really know the content :p). But it was one of the rare amateur publication so it deserve some regards despite being not glorantha related. PS : why not use grumbler instead of grognard which is a french name ? I may be paranoiac but 2018 will be an anniversary of RQ so will Chaosium stall RQ-G publication for the pleasure launch the The All New RuneQuest to celebrate this 40th Anniversary ? If so, we could also named it RuneQuest - Special 40th Anniversary Edition...
  5. Runequest Quickstart

    Lets see some existing RuneQuest : RuneQuest 1, RuneQuest 2, RuneQuest 3, RuneQuest 4/MRQ, RuneQuest 6 with the fork(s) : RQ slayers, Legend, Mythras and the mods Vikings, Land of Ninja, Lhankar... We also have others Glorantha rpg systems : Herowars and Heroquest which helped a lot to inject some runes into it and also Runequest brother aka Pendragon (I...V) where S-GREG (super Greg) create the passions systems and all the actual skills used in the Quick start. Technically, The New RuneQuest is the successor of RQ2 (with the motto "simplicity first") for the combat system but the skill system is much more like Pendragon (passion and skills), the magical concept come from Herowars/Heroquest (Runes, grimoires). Some could see it as just a aggregation of systems. As a Glorantha fan, I'll approve a simple name : RuneQuest - Glorantha Some Chaotic ones could named in marvellous way : The All New RuneQuest But as a fan of the Gregging techniques I should propose : RQ-G : RuneQuest - GREG * * Obvioulsy with Greg written in Runes (Rune of Strength - Rune of Magic - Rune of Mastery - Rune of Strength).
  6. Elder Races as PC's?

    Elder race can easily work together ... against humans most of time. Don't forget the Grand Council where all elder races meets from the First Age, in the Second Age a still now in the third. Don't Forget "The Five-Rune Ring" (a hero band from Master of Luck And Death : a Tarshite women, an elven warrior, A dark troll, a ludoch, a durulz shaman, a Dwarf). As g33k said , Elder Races may unite when facing chaos or common foes but it's the case of all who participate in the I fought we won battle...so everyone except chaotics. Whenever humans drop their guards after a part of world domination, the elder race reunite to beat some humans. Don't forget the End of Jrustela, Empire of Wyrms... it wasn't destroy by the hand of human hands only. My own player ask me at some time to create a guild or someting similar to create a true Team Spirit because their were too much different. (An Oriental Dragon, an Arkati Sorceress, a Issaries Merchant, a kingdom-of-war Loskalmi-wanabee warrior and an Rinliddi Scribe). I choose to look out some elder races types communities/hero band and their were numerous ... -a Harshax oriented heroband (can accept any race which live in Ketheala)...Glory to the Harshax ! -a Pavis heroband (a half-Elve from the Draconic Empire friend with a true Dwarf as best friend...) -a Dragon friendly heroband (Inspired by Elder secret dragonewt scenarii) The hardest part is not to create such team nor to found a campaign ... to me it's "what I can do, for them not to kill each others due to cultural difference".
  7. Artesia

    The character sheet for Artesia remind me a bit of "Rêve: the Dream Ouroboros" (Rêve de Dragon). And this mean a lot of problem and and very complex magic (it was awfully complex in Rêve), Artesia seems to be the same D10 system used for Cyberpunk... with a Tarot base Evolution system and lot of diffrent magic (Sorcery, Folk's magic, Divine one as well as alchemy and herbalism....). -Gurps a bit like Rolemaster, you need to create the system before playing it (a lot of experience/time is needed/consumed). Another generic system like Fantasy Craft could be use but same problem of adaptation and time. In these cases better use the original system, you'll need a lot of time but without any adjustment to do. If you want a simpler RPG system : -RuneQuest is ideal with less characteristics, simple magic rules (spirit magic is a quick - battle base magic; Divine is more grinning but powerfull one) -Call of Cthulhu V7 system could match as Cthulhu and Conan worlds are similar (Artesia world look more an advanced Hyboria -from Conan the Barbarian-). A great compromise between simplicity and possibilities -BasiC is RuneQuest twin brother with more magic extensions and adaptability. Legend or Mythras systems are also eligible. -Heroquest could be the Simpliest way to do anything without any adaptation. (The system don't care how magic work but just how much it can do)
  8. Artesia

    Yes, this is how "Basic" was created ! RQ3 had also special setting for Antique era (main book), another to play a Viking (a book called Vikings),and eve one for Medieval Japan (Land of Ninja) etc...
  9. Oh yeaaaaaaaaaaaaaah. One of my very favorites ones...
  10. Skills over 100% and Strike Ranks

    Original RQ3 rules implies : You can split an action of attack in two attacks for two different targets at SR (base) and SR (base) +3. Pole Axe SR 3 = 1 + 1 + 1 (Dex, TAI, Weapon) splitting each 2 actions in two attacks means : Action 1, Attack 1, Target A : SR 3 at 150% Action 1, Attack 1, Target B : SR 6 at 150% Action 2, Attack 1, Target A : SR 9 at 150% 300% Action 2, Attack 2, Target B : SR 10+2 at 150%, no action can be carry to another round ...no more than 3 attacks To resume 4 attacks max, on 2 targets A/B : SR 3, 6 et 150% and SR 9 at 300% Mounted_Lance SR 1 = 1 + 0 + 0 (Dex, TAI, Weapon) splitting each 2 actions in two attacks means : Action 1, Attack 1, Target A : SR 1 at 150% Action 1, Attack 1, Target B : SR 4 at 150% Action 2, Attack 1, Target A : SR 7 at 150% Action 2, Attack 2, Target B : SR 10 at 150% To resume 4 attacks max, on 2 targets A/B : SR 1, 4, 7, 10 or SR 1, 4, 7, 10 Bladesharp 4 : +20%, Dam +4 to any attack done with the weapon boosted (modifiers are always added after splitting skills) --- Personal rules --- My personal rule use an old RQ2 optional rules stating if you have a malus splitting you skills, the malus cannot exceed 50%. With RQ3 rules you can simplify multiples actions : -50% malus for each extra attacks on different successive target (with a 50% minimum skills). -100% malus for each extra attacks on same target (with a 50% minimum skills). With house rules at 300%, you can get 5 extra attacks on different targets with a -250%: Meaning 6 attacks at 50% at SR (base) +3SR/ each extra attacks. With house rules at 300%, you can get 2 extra attacks on same targets with a -200%: Meaning 3 attacks at 100% at SR (base) +3SR/ each extra attacks. But you will need a way to minimize SR because RQ3 is limited to 10 SR. Usually by magic or creating a new rules. You can't do 6 attacks with basic rules !!!
  11. New RuneQuest Design Note (15)

    RQ2 is simple and beautiful in many aspect and even as a RQ3 Lover, I really like how modifiers are in this version. The system may have some flaws but it's a tiny price to pay. As a Gamemaster with tons on npc, I even test using rq2 mods for low grade NPC and monsters. Even If I found a far better method, going back to rq2 was the first step to better system and it was a lot less tiring for me. Base % + mods (CAR1, CAR2) is still used in a lot of systems and the "representation of reality" is quite decent. The Scalling in RQ3 skill bonus is great and it's the only game where having high POW could give you negative modifiers (in discretion). There was only two bad things in RQ3 modifiers : 1/ It was awfully annoying to calculate at each carac' evolution (like POW). 2/ I never understand why some modifiers have one carac' and some four carac'. The first flaw made me hating pow economy and change a bit the POW evolution and the Runic magic behind (killing Rune magic flaw at the same time). I didn't master any RQ for sometimes but I think changing secondary modifier to +0.5% by point of carac and creating simplier table of carac to modifier will greatly help. But I don't know if all my players will like to have a "+12.5%" modifier... The second flaw still let me without *good* answers. I still don't know ho to handle this -_-;; To sum up, rq2 modifier is a bit simple, a bit less realist but I must admit a lot more easy to handle for GM, easy to play for players.
  12. Weapon Damage Modified By Skill Level

    When house ruling the best is to test it before hand, I personally use three tools : Soloquest, PNJ testing and my personal BFS-D. For you Idea, For each 10% margin of success, you add 1pt to your damage_dice value (Δ 10% : Dam +1) -Solo-test : Adding a step for damage calculation is a bit heavy, you have to roll the skill with a skill modifier and find out if you making a normal / special / critical. And you have to add one more step of calculation before doing the damage and then add a value after the dice roll. This really help a lot low damage weapon (dagger at 1D4+2) but become less effective with two hand one (heavy sword at 2D8) or spell (5D6 damage sun spear). The Good part is you make a bit more damage and a good skill roll can compensate a bad damage roll. The Bad part is a lot more heavy calculations and the fights became more mortal, and RuneQuest is already very mortal. -PNJ testing : It take too much time but from my experience, you should always let your player the choice to use it or not. The other bad part is having a qualitative success (spe/crit) and a quantitative one Δ 10% : Dam +1 mixed up. Players usually dislike fight because of calculations. Special and critical should be calculated before hand or with a table. I agree 10% is easy to calculate but you lose a lot of time as master to use it and players too. The Good way to implement it could be : PC choose a -10% malus to gain +1 Damage (cumulative, no limit) and/or -30% malus to gain ability to re-roll damage (no cumul). The Bad way is often to not let them the choice or gain a boost without a risk. -BFS-D : It's my personal way to analyse any modification, I mean Better Faster Stronger and Diamond (Solid, Clear and value). BFS is for the master system, D for players importance (remember players are lazy, demanding and ). Better : Yes, the more skilled you are, the less lucky you need to be. Faster : Really not, it take too much time. Stronger : It's not very effective for weapon that do more than 10 pts of damage. Solid : The Damage roll become too much complex, special and critical are more usefull. More special success will be easy to play without extra rules. Clear : As player, I understand why you do it. But it's more a lucky fighter at skill roll make do more damage (than a skilled fighter)... Value : Does we gain something... no because PNJ will also do a lot more damage. you better give us extra-armor point ! I hope these analysing could help you !
  13. Disruption

    1- If you did read my post : 1/ The spell state that disruption "damage is not absorbed by armor". The quotation marks ("...") mean it is the exact text in the spell description from the RQ III version Deluxe by Avalon Hill and I will add that my RQ III, french version by Oriflam state "Ces dommages ne sont pas absorbés par l'armure". 2- In your example, The effects of the spells are cumulative but not the spells themselves. 6 men casting six Disruption 1 can't create a Disruption 6. Each spell are treated separately making six separate spells rolls, MP oppositions, localisations rolls and damages rolls. -The english term in RQ is "stackable" or "variable"; Disruption is not a stackable/variable nor it can be boost with Crystal of Powers (elders secrets, chapter Glorantha Mineralogy, RQIII Avallon (en) and Oriflam (fr) editions). -The rules also state that "One adventurer cannot combine a spell with that of another adventurer". You cannot have combined spells unless you do sorcery and use Multispell (also in RQIII Avallon (en) and Oriflam (fr) editions). The very best example is TRose Shotgun wand (It's a beautiful and marvellous idea) : Even if the six spells are simultaneous, the player will have to do six separate rolls for overcoming the target POW, six separate rolls for the random localisation and six separate rolls for damage. Even if half failed, the target will get 3x 1D3 damage which mean an average of 6 HP loss up to 9. Only a counter-magic 3 will protect you.
  14. Disruption

    Yep, 100% agree but If you have some milllions years, you could like The Doctor pierce an adamant wall with your tiny punch... but it take a lot of time and lives. 1/ The spell state that disruption "damage is not absorbed by armor". It doesn't ignore armor points of an object, just the protection a target may wear. 2/ No, unless you forgot that a castle door (in RQ III) have 30 ArmorPoints & HP. Disruption CANNOT ignore innate armor points of objects but only any armor the target may wear. 3/ If you want to counter disruption just use counter magic 4. If you want to counter bladesharp just use dullblade or simply protection (that don't stop disruption). No need for a new spell like this.
  15. Disruption

    There was nothing about spirit magic in New Design, I tried to lure Jeff by opening the thread "New Design - Spirit Magic" but that old fox didn't take the bait. We just had some infos from Kraken and there was some about a mass combat rule in the New RQ but nothing more.