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MJ Sadique

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  1. The talented tenth ... ok,ok,ok I had forgottent this low percentage things. Let's add some water in my wine -eat a humble pie- : I understand better how returned to Danmalastan within Time could work. The New Hrestolism supress the caste limitations for the talented ones like when Malkion gave the 4 first (Dronal, Horal...) their roles (castes creation) at the first age of Danmalastan : He appointed someone to a caste after judging his "natural talent". What if a talented Talari Brithini came in Loskalm ? Must he act like all New Hrestoli and get a "caste reset" ? or can he directly be appointed in the Noble caste ? The Latter should be the ideal answer befitting the utopian returned to Danmalastan within Time. If a Talari had to understand workers and warriors ways, the perfection of New Hrestolism will give him a befitting role as worker (like a chief-project / management) and Guardian (officer) without him having to to anything out of his area of expertise because Harmony in logic always make him be at the good best place doing a good the best job he can : A true Utopian harmony. -The only example I remember is when Arkat, a brithini warrior, came in genertela but he just go back to doing farmer jobs.... which let me perplex in my choice. What gain is/happen to the 90% mass Loskalm ? In old' time a bookworm' Tadeni-born will have to stay in family job for the rest of eternity even if he wanted to go sailing to the see the universe like any waertagi could do. The returned to Danmalastan within Time + "caste reset" give them some liberty within the worker caste : -The only son of a merchant could become a painter of talent instead of being forced to stay in his family. A fourth generation peasant cloud become a great sailor in merchant navy (as loskalm is a bit cut in two). Most tradition and habit to force people stay in their hometown could be overthrown by New Hrestolism : a great Utopia for the mass. -New Hrestolism help people to find the best job in for Loskalm Utopia : Like Stallone in Demolition Man who get a "your're best at knitting so we upload the skills in your tiny archaïc brain" because your natural talent for destruction is not useful to us. You can find your place in the kingdom harmony but having no usefull talent for the harmony make you a "Zero talent" man. (remind the ideal city of Kazuma Kamachi ).
  2. The Magic Environement create by Siglat in Loskalm is create Harmony to help people finding their place in his society. In this Ideal world, even if people who don't have the abilities but still try, they will find help (not by Siglat himself but by all loskalmi harmony). To me this "naturaly happens like in : -Gattaca, where the hero find people helping him, with or without his knowledge, to find is ideal place in this perfect world and achieve his own dream. -Like in A Knight's Tale (2001) where the hero who don't belong to the knight caste receive the blessing of the Most Rock n' Roll Prince (Edward of Woodstock) and became a full plegde knight. But two things still bother me : 1/ about people who just CAN'T adapt : Siglat's Dream is based on Hrestol's "Everyone can level up" following Worker (Dronal) --> knight (Harol) > Magician (Zabur) > Noble (Talar) >>> Malkion (KING). But what if someone have ZERO abilities in being a dronali and Haroli but have a great natural talent in Magic ? being promote to Zaburi caste directly should happen but It's oppose to Hrestol ways ? I can't solve this -_-;; Return to Danmalastan blessing bother me a tiny teeny bit because -Loskalm's harmony in Logic is Hrestol's teaching : to evolve within castes to attain the highest level you can ( a true meritocracy ). Rune may be : Harmony and Movement -Danmalastan's harmony in Logic is Malkion 4 castes old teaching : to stay in the Caste is he made for ( Rokari malkionism ). Rune may be : Harmony and Stasis This opposition in Loskalm actual state and Danmalastan old ways seems strange to me unless every Loskalmi act like Malkion himself having all castes abilities but it mean you try to make every Loskalmi a new Malkion which do not seems really right for ALL loskalm... I can't solve this either -_-;;; I always personnaly think that Sog (Sogala Mambrola) could be an excellent counter part of the Loskalm perfection/elitism (like Harmony and Disorder Runes). Before the ban opening, People who don't want Loskalm idealist could like Arkat not realise their "Dream" in Loskalm. Sog could be the best place for them since a lot of people/noble go there...
  3. Great, now I understand better the whole system.... thanks a lot. Confucius said "a picture is worth a thousand words" but a RPG Sheet is worth a thousand explanations. And this sheet is clean and sharp .... just need some borax to reveal the beautiful pattern under the raw blade.
  4. Speaking about shields of extra special effects you can do in a lot of (bad...the worst) ways : -You can do it in RP : you spend 3 minutes to speak, the master take 2 others to choose modifiers and effects. Your dice make a fail an you lose 5' for nothing. -...with special tactics effects : You roll your dice, you make a critical and spend 5 minutes to choose effects. The master tell you in 1 second none effect apply : you lose 5' for nothing. -...with different type of parry actions : The master take 1' to choose type of action and the special effect, you spend 2' to choose the action, and the master take 2' to evaluate how the opposing effects acts. Your dice make a fail an you lose 5' for nothing. Or you just do like thing that already exist in RQ III. -...with special skills effects : You just have one or two skills, make the choice at creations and ended with tons of skills like RQ sorcery or "Land of ninja". Very effective, a bit time and skills consuming. -...with special weapons effects : You just have one or two effects, make the choice easily and just roll the dice and apply effects. (Like a Double AP for special) I didn't tell my choice it's because it take time to find a good answer. But it's no because it seems hard to find that we can't try do it !
  5. I just take a bit time to look at it briefly but I didn't find any Characters Sheets (Some bad people judge book by their covert but I judge RPG by their Sheets)... I may be stupid to ask : Did I just miss the sheets or it's not in the zip ?
  6. 1/ Giving +30% or 3 RA bonus, a bit like a surprise attack is good if you do a better parry than the attack quality... I like it (and almost in the game, it's a surprising effect) 2/ NOPE, I've read it and you MUST make a critical parry and then have a free attack with a weapon that was not used for parry ! ... a critical parry, I'm not this lucky. I do 1/2 critical a year -_-;; 3/ We've got already ducks in RuneQuest... pretty please spare me the rabbit. Rabbits must stay on moon ! I'm a fan of Sailormoon (RPG) but please not rabbiit ... pleaaaaaaaaaaaaaase XD Sharp as always, and thanks sharing us this knowledge.... I should really read this revolution stuff. Just throwing a bait : I was thinking that weapon have special effects for attack; Why not special effect useful effect for parry ? Good idea, Bad Idea ? just give me your opinion, please !
  7. I'm a bit crazy but I think I'll add some Popcorn in the Atgxtg vs SDLeary. For those who don't understand a bit what they are talking about : check My Armoury https://myarmoury.com/feature_shield.html, it's a great and easy to read sump up about shields through history. You'll lear a bit more about The Greek Shield, Roman Shield, Celtic Shield, Anglo-Saxon/Viking Shield, Medievals Shields, Renaissance Shield and The Scottish Targe. I'll go back to the original thread : how-do-shields-work ? By interfering with the incoming attack ! (All and nothing is said !) 1/ First, let's make a brief and solid sum up about runic properties and qualities of shields. The main properties will be Coverture (Stasis) and mobility (Movement) and qualities are which are better, faster and stronger. Coverture mean how much of your body it can hide, my calculation give a ideal of +50% more coverture between having the shield stick to your body or hand-held at two cubit of your body. a long range, no change. In close combat, all can fully covert your enemy line of sight (if you face punch it with your shield). SHIELD_type : Diameter Coverture Mobility Quality : reason of the quality Short shield ~a cubit Little Great Faster : Hand-held buckler a far faster to move, a ideal escrima shield. Medium shield 2 cubit Medium Medium Better : Hand-held with umbos shields are more versatile they can use in any situation (duel, vs arrow, charge...) Large Shield 5 cubit length Great Bad Stronger : Roman and Medieval Pavisse are the stronger and most solid Greek, Celtic and Viking shield are more medium type. Roman and medieval pavis Large one. (nothing new) 2/ Second, in which "general situation" they will shine more ?. Usually three situations arise : Duel, Guerilla and Mass Battle. Duel : Speed was the key to victory in most of case. Killing or incapacitate the enemy mean victory. If a shield is the key to victory short shield are better. Guerrilla : Speciality of Celtics against roman : quick attack and quick retreat. Medium Shield and it's versatility have the upper hand. Mass Battle : The less men to die determine the winner. May it be on flat field or siege, a direct mass opposition give upper hand to larger shield. I won't speak about Greek vs Roman, it's not the same warfare, nor era nor tactics... Greek was soldiers only, Roman was legionary : half soldier, half engineer. Without preparation, the first will win; In Siege, with defence and their full armament, the second cannot lose because of centuries of development. It's like Spartan vs Bushi : a millennia of evolution, tactics, martials arts and weaponry sophistication change everything. I don't prefer any type of shield or civilization linked to them, I may be more impartial XD : I'm sure that none of the three one are the best; like the C.I.A logic (cavalry, infantry, artillery) They are different and none should overcome one. Which let one question : what rules ? 3/ The forgotten answer : How can we make it happen in game ? Some others system have the situation like in Kuro, Keltia/Yggdrasill you can choose a different characteristic from the standard dexterity to attack faster, or stronger. let see if we can adapt it in RuneQuest. 3.1 The best change in shield vs sword parry is to use the same answer of Crossbow vs Longbow. The First is easier to use and the second is more powerful in the hand of an elite or master class fighter. You also cannot deny that a sword cost more and is made of a higher quality material. Then like Crossbow, shield must start at a higher percentile (40%) Sword should have a greater characteristic : Damage and Protection : RQIII escu have 12 AP, it passively protect at 6AP the arm.and should also only block 6PA with a success parry and not the full 12PA. 3.2 To me Parry works in three possible way : To Block the attack (SIZ), to deviate by force (FOR) and to receive it and let it slide on your shield (DEX). I don't have the perfect answer but it seems to me that taking in account such thing can make a better RQ rules. A lot of recent of games use 3 types of attacks, and three types of defence (passive defence, dodge, parry). I don't have the best answer in mind so i'll let it for another day !
  8. "It is becoming tiresome to ask for Psychology/Spot Hidden every time they meet someone..." ... I understand pretty well, I personally play Cthulhu v7 and after a Big Investigation, I found out that I was asking for too much rolls to get one clue or a big discoveries. I sadly made them get multiples rolls to get clues and then a roll to get the global information behind the clues. After a debrief of scenarii and comparison with Sherlock Boardgame Investigation I think that : First : clues should be given freely after a time of investigation of a place without ROLL (finding the place is the challenge, not looking at each doc). Second : V7 system said that master give 1/2 malus dice to find hidden infos but rules say also you can take a extra period of search (half day) to gain on dice bonus and at 3Dice bonus you automatically succeed : Taking more time spare you dice roll. Let them choose between roll-fail-unknow-time-consuming and no-roll-no-fail-fixed-time. Third : There is a lot alternative to Psychology and S.Hidden. I've made my player's characters before hand so they don't have the same skills. (I'm french player, so I didn't check the exact spelling for skills) Info from people : Psychology : When you dissect someone mind Charm : When you try to use your empathy and be cool Credit : When you use you social superiority or money Persuasion : When you explain why he should talk Info from places /object: Spot Hidden : Something not visible Intelligence : Something visible but not at the good place Education : Something should not be here, not culturally or socially in the good place Criminalistics : Looking for any clues, usually useful in any cops investigation. Info from documents : Libraries : Infos from libraries and journals. Law : Infos from cops and tribunals etc ... You can also add special skills, In the french deluxe version we have plastified NPC short-sheet with a special skill for each jobs (sparrin GM time to create ones). Instead of a player finding one, I gave them the sheets so they can choose they unique, personal special skill and job : I've got a Botanist with "Preserve sample" and a Detective with "Criminal behaviour" skill. the first is useful to get a sample of shoggoth and analyze it before seeing and being against it. The later used a "Colombo cop's instinct" skill to analyse what sort of criminal you've in face of you.
  9. thanks for the clarification ! I'll start with 2 first : This already exist since Warhammer (original); It was a winning pass/losing pass and it was a simple thing, as long as you have the upper hand, you strike first whatever your speed / reach / skill where. Apart form escrima or same weapons fights this become Bullshit because the stronger, slower will never have upper hand but will still cut the enemy in half. Good idea but always ended bad in a "large variety of weapon" game . The 1 : The riposte style is great idea but you'll need 2 separate action to do it, a parry with choose malus -X% (you take a measured risk) and a attack with an advantage (+X% or +2X%). I already tested it and a lot others variant, not very sexy. Cthulhu v7 Counter attack hold the same meaning but a more elegant rule (just have a strictly greater quality of success telling you are better or faster or stronger in the exchange) solved in a simple one roll.
  10. I'll be short YES it can : Scientifically speaking extracting the stability (as Inertia or friction) of an object make it unstable, easier to move / accelerate; a bit like taking off the breaks on a car or ejecting weight in a boat. A simple way : To the question what is stable and opposing speeding up ? If the position of a rock is stable, making it less stable make it more movable ! Making your shoes's soles less stable create an ice skate. Making water around a ship less stable, and you'll slip swiftly on it. You can also make an avalanche and ride it....
  11. I CYCLING ELEMENTS Not only ! Theylan organize elements by a which god is stronger logic or which Godly Era extinct the later ones (seasons sequence). In Kralorela, Godunya is stronger so Light is far superior than any others. But The pentacle of five element is a the result of study made By Zzabur and popularize by Godlearners. It's not how elements in Glorantha works... it's how Zzabur establish they works and this is a occidental/sorcery point of view. The pentacle logic is a sequence : none is the strongest and opposite don't exist. Every element is stronger than another but also weaker than a third one. Zzabur circle is Water > Fire > Darkness > Earth > Air (like in new RQ2.5 Sheet) But it's one king of logic, glorantha's reality is more complex and magicaly speaking others logics can works depend on the Myth you call forth : As Chinese circle is / Kralori logic should be : Water > Fire > Metal > Wood > Earth (No wind cause if you can't see it, it doesn't exist .... it's a spirit doing) As Japanese logic (Godai) is / Vormain logic should be : Earth, Water, Fire, Wind, and Void (Light, pure energy - no cycle, just ascending order) II OPPOSING ELEMENTS In ancient times, some greeks organised the element with four oppositing ones : Fire Earth Water Air. (opposite element = inversed symbol, air similar to our dear dragonewt rune). And the logic(s) behind still work in glorantha too. I personnaly choose a six elements made of Greek's square of four and I add the original Glorantha Myth (CF King of Sartar, old version) where world start being only Light and Darkness (Umath as light champion win and the others elements are created). I use a tri-dimensional relation : Greek 4 elements as a square and Light above and Darkness under the square and this give a octahedron. Flatten it and you get a hexagram of Darkness, Earth, Water, Fire, Wind, and Light Eliminate the Light, Flatten it and you get the Zzabur circle back ! Eliminate the Darkness, Flatten it and you get the Godai (Japanese/Vormain) back ! Out of thread : Having a chemistry Master, I study a lot elements, alchemy and the world's differents logics. The greek's one was still used until Lavoisier break the Phlogiston theory. But the elements was "The Science's Major Theory of 4 Element still live more than 2000years....". Conclusion : Cycling Element is mainly a "how to create, how to destroy" and who is weaker and stronger and element can change easily mainly a transmutation theory. Opposing elements is much more base on interaction, no destruction or creation is at work everything still exist, in equal, part but different nature.
  12. This a very interesting choice bringing Humanity and Bravery as a counter. It clearly state the player how their brain gonna be eaten... As for my self, I play in Occults adventures mode and use a mix of SANity x Cthulhu Myth Skill because The Cthulhu skill is not a knowledge (which I understand at the third scenario) but a scale of your affinity/link to the Myth (Madness) : Player are given the choice to cross the gap of 50% and 90% in Cthulhu M. Skill : 0-49% : You are an occultist at best. Reaching SAN 0 mean Madness. (Magic start to corrupt you. You can use spells from/with only one Grimoire) at 50% : Mean you choose to lose a bit of your humanity become a sorcerer. Reaching SAN 0 mean becoming Psychopath / Cultist. (Magic as corrupt you, you don't need a Grimoire...you're a living one) at 90% : Mean you lost all humanity and became a Magic God. Reaching SAN 0 mean you lose all consciousness of yourself. (Like Cthul'ga Fire vampires) In SAN rules, I prefer let player get more SAN back between adventures by using vitals tie and spending a bit money to go in a Sanitorium for some week-ends (The luxurious ones, cause they all becoming rich -I play in 1920-). From my point of view, Your master solution is elegant and clean. A very good and simple way to play in Mythos type scenarii without much work/stress on the master. To make an analogy, he transform the Black and White Green SAN to a tricolor world : You see something horrible SAN loss, You do something horrible HUM loss, you don't do something at all BRA loss. And You can use the standard sheet with a bit of coloring the SAN countdown for HUManity and BRAvery. And as usual, not really for Pulp-play-style game... As for my player, I prefer use detailed background : Each Player Sanity start with a Dark secret that will unfold in the scenarii, I gave them, a secret based on one of the seven sin and at the start, they are given a history with check list choice, some give SAN loss (Murder, patricide) other magic (make you a bit less humanity) and lastly they choose how or why they act (reaction to their sin choice : failing to temptation, voluntary choose it or failing to it after a breakdown). The Dark Secret is mean to evolve (from a natural hiding a supernatural explanation too a mythos ones). It's a lot more work for the GM, not easy to include in much scenarii but I like the Damocles Sword secret... your past is haunting you, monster want to eat you and cultist to recruit you : choose your poison !
  13. there is a lot of Free Chaosium Scenarii : Wild Wild West : Sundown with pregen-easy-to-read-PC Sheet Sundown is a tribute adventure, written to celebrate the 30 th Anniversary of Call of Cthulhu. It features two to terrible monsters, fearsome creatures whose mere presence ought to make any sane Investigator quake in their boots. However, these are not benign monsters lurking in a dusty basement. They are travelling the High Plains of Arizona, drawn together, to enact the latest chapter in a cosmic struggle that has raged across time and space. The investigators rapidly go from being hunters, to being hunted – but this scenario is not intended to simply be an exercise in observation or helplessness. The investigators must choose whether to dispense justice richly deserved, or whether to escape with their lives. Ultimately they are about to witness a titanic clash far beyond the scope of normal mortals, yet their actions may decide the outcome. The pre-generated characters also form a major element of the story. They have been written to allow for a high level of characterisation, and even a degree of inter-party conflict. Ultimately, like the characters in a movie, their humanity and relationships with one another may prove their undoing – or their salvation. Where ? : http://www.chaosium.com/free-adventures/ Need More Halloween, check the vault : http://www.chaosium.com/halloween-holiday/
  14. V7 Bonus Dice Greatness : Players should be encouraged to play on Dice bonus and malus to make better fight (not just throwing bigger grenade or take bigger guns). Some of my player only had 35% with a gun but shooting at short range (less than DEX/5, ~5m) give a dice bonus, with a full round of preparation (+1D) they can kill a cultist easily and with a surprise strike (+1D), no roll just a success. A good preparation with a bit of RP give a great reward. Bonus and malus Dice are given on the PC sheet, so they can't complain they didn't know !!! Simple in-game examples with Close combat Dice modifier (don't remember English name) : -Young Lady trying saving her husband (-1D) vs a Playboy aviator (+1) : Lady's player state "TWO DICES MALUS.... I don't even try, I use my derringer ad shoot him from behind" (Point blank shoot +2D & Surprise +1D = Play boy out). Over 100% Boring-ness : Like I state earlier, a player at 100% have +2D and any bonus mean he don't roll the dices (no thrill, no fun). There is no human upper than 100% because you have too much bonus. Each 50% skill give a dice bonus, at 200% you've got +4D but a shoggoth got +8D of size bonus in Close combat. And he have 315% in STR which give him +6D bonus for pure STR contest versus a human... Simple in-game examples with Close combat Dice modifier (don't remember English name) : -Ghoul vs Locomotive size Shoggoth : +6Dice in favor of the Shoggoth. The master don't even bother roll any dice (oh yeah ! I love this game) and make just a great description of how a terrific being like a 2,2 meters Ghoul get bashed and eaten by a gentle domesticated Shoggy !
  15. I'll complete nclarke explanation : When you do an action 1/ You sum up all disadvantage (worth 1 or 2 Die Malus) and advantage (worth 1 or 2 Die Bonus). A Malus dice negate a bonus dice. At 3 Die Malus, you automatically failed and at 3 Die Bonus, you succeed without rolling anything. Too much malus or bonus don't matter, it's simply fail or success. you get a scaling like this : <--Harder | Failed < -2Die < -1Die < Normal Roll > +1Die > +2Die > Success | Easier --> 2 / If you don't have the needed skill, Your master state if the skill you want to use is as good as the first one (no malus), not the best choice (half skill malus) or too far from (1/5 skill malus). You can see it as a Quality of success change factor because with Aplomb (optional heroic points) you can change the quality of test after the roll. You get a Quality scale like this : <-- Bad| Extreme Fail < Special Fail < Normal Skill > Special Success > Extreme Success | Better--> Sometimes when a peculiar Sadic master want a player to feel how dangerous facing a Shoggoth mean you can accept a player roll a skill with -3/4 Die malus : The third Dice malus should give half skill malus (with -2Die) and the 4th give a 1/5th skill malus with the -2Dices. A player should automatically be given such possibilities if his live depend on it. You get a Scale (of Cthulhians horrors) like this with five grades of difficulties and 5 of Bonus : <--Harder | Impossible < 1/5th Skill & -2D < Half skill & -2D < -2Die < -1Die < Normal Roll > +1Die > +2Die > Normal Success > Special Sc > Extreme Sc | Easier -->
  16. MJ Sadique

    Battles

    I've seen some photo about battles at Kraken, did anyone know which system was used ?
  17. CHA is mean to be the main carac. for shamans (I think, it was already confirm by Jeff in some other post), this will represent the Aura / attraction for spirits. The more charismatic you are, the more Pokemon Spirits you can attract. INT is now fundamentally only useful to sorcerers for making calculations and remembering lots of formulae (sorcery spells) but Spirit magic aren't spells to learn but instead a power of your spirits so no need to have a big brain. POW is source for magic points but sorcerers and shamans can have extra magic points others ways. If I recall well, POW is the only carac. to know the max of Rune Points you can have. We can guess, INT / POW / CHA will be triplet like Spirit / Divin / Sorcery are : You can be the best at one but not all. ex: The new Free INT limit Sorcery + Spirit combo.
  18. XD : I really love the idea... "Your choice my friend is being eaten by dragons and monsters OR becoming a duck for eternity (worst curse of Glorantha)." As Ducks are cursed being from betraying Yelm, Some humans could effectively use this myth to escape death and be cursed instead. But they may just "being duck" in front of strangers and still being human between their own kin. Which could explain the ducks masks later used by humans to not being eaten by Delecti monsters. Probably the humans who side with dragons, in True Golden Horde VS Dragons, there was an army of 20,000 Uz and 45,000 humans who side with Dragon (Glorantha Wikia). In My Glorantha : They are probably like Ingolf's followers, Not part of EWF but following their own Dragon's Way without trying to change or influence dragonic beings, they just accept the dragon(ewt) as they are. Dragon(ewt)s are no pure alien minded for me but they follow the "will of the cosmic dragon", the true will of the "Dragon Rune" which like a river can take differents and stranges roads/patterns. They don't try to go somewhere or achieve something but just follow and obey the flow and evolve as they live ... sometimes it take aeons, sometimes centuries and sometimes they change side in the middle of a battle because this a the "Will of the Ouroboros". In this Point of view : EWF try to change or achieve something ... BAD ! ==> Destroy ! but Lhankhor MHY just try to accumulate knowledge... not BAD ==> not to Destroy ! As usual if the Lhankor MHY accept to hidden their discoveries, blue-moon trolls will let them by-passing, if not "brain reset". Lhhhankhor MHY give access to any form of magic depending of the era, the vibe : Runic Magic for everyone and sorcery / spirit / "anylocal magic that is not chaotic".
  19. O_o : I just get some juicy news and Share them with you XD Start of Google + news--------------------------------------------------------------- From : Topi Pitkänen in Google+/Glorantha Spirit Magic in RuneQuest The Upcoming RuneQuest I wrote this bit based on ideas and input of Jeff Richard's workshop in The Kraken Gaming Retreat at the Schloss Neuhausen, Germany, october 2016. The Chaosium is working on a new (go fourth!) edition of RuneQuest role playing game. Jeff Richards, the Vice President and the Creative Director for Chaosium, shared some ideas the New RQ developing team has for spirit magic rules in the upcoming New RuneQuest. New RuneQuest will be built upon the solid foundation of the RuneQuest II, the classic second edition of the game, released in 1980. Many praises to the original game! The Spirit Magic rules were however one of the somewhat broken parts in the RQII rules system. Following is a draft how I might want the Spirit Combat rules to be exciting and game balanced in the future RuneQuest games. What are Spirits Spirits are immaterial beings of the Spirit World. Spirit World is everywhere in Glorantha. Spirits have two statistics, power and charisma, (POW + CHA). Spirits do not have intellect. Spirits in the Mundane World Spirit beings sometimes work their magic to reach otherworlds like Glorantha of Humans. Spirits that acquire SIZ+CON may be holy places or magic items. Spirits that include INT+STR+DEX may be active guardian beings and daimones. Spirit beings that acquire a mortal form with all seven attributes be Shamans ! This is the everyday way things are. (From the point of view of human cultures in Glorantha this is all backwards. A shaman is a person that awakens his fetch, her second soul... etc) Spirit Combat Every culture in Glorantha knows of spirits. Spirit Combat is a basic skill known everywhere. Spirit Combat starts at 20% untrained, and should feature every character sheet. How spirit combat works? - The basic act of spirit combat is showing emotion, since spirits are sensitive to CHA. - Magic affects spirits, so showing magical power is the other effective way to fight spirits. - Spirit defenders appear. Spirit World Status Quo The whole objective world of Time is alive and enlivened by spirits. Spirit Attackers trigger responses in the relationship Spider Web of Spirit World. Spirits Defenders appear quite naturally, without thought, when situations arise. How quickly defender spirits appear? - Place of Power. Rightaway! (d6 -3 to 4d6 -12 meleerounds after). - Inside the Tradition Area. Soonish! (d6 to 4d6 melee rounds) - Outside the Tradition Area. Cautiously. (d12 to 4d12 rounds, hours, days, years...) - Enemy Hell. Nevermore! ----------------------------------------------------------------------------------------------------------------End of the Google+ post. I didn't follow well the New Design Notes but Sorcery will rock for sure now and Spirit Magic get a great Lifting and has taken some of Panoramix's Magic Potion.
  20. MJ Sadique

    Battles

    I did a lot of battle in the last years but I stick to a simplified version Glorantha's white bear vs Red (lucky me, a friend of mine forgot his french version at home XD) : -Each player count as a hero with his own custom tile and 3 allied armies tiles at each round. -Almost no map movement, unless scenarii need it. Most of time, armies movements and tactics are played in RP and give locations bonus. -Battles with a fixed objective/theme (battle restricted to Defend, Defend as long as you can, a Siege, Capture the flag -castle, temple- ) The player have a sheet (see upload) with tile description, a short combat summary, tables of damage and up to six type armies on the sheet -they can have more than six units but only six types- : you just need one sheet, a copy of the rules and it's simple and Glorantha flavour (main reason my choice).
  21. ==> Good choices... the later is funny Personally, I let them choose their poison and a bit boost for fixing the level of the game: -Classic Random rolls (as much as they want) + 7 pts free to use -Allocation of Points : 10 ever where, 14 pts (7+7) to allocate and they can lesser one/two charac to boost another one but at a 2:1 trade. -Pick a pre-generated character (I provide 7 types) with 7 pts free to use to custom it. (Skills are pre-generated with a quarter of % at the player' choice) The first take time (I had a player doing it for 2 hours and making more than a hundred profiles, results are worth the motivation), the second is often choose by unlucky player because there is no luck so no complain. The later take a lot more preparation from the master but you can easily add a player or replace a dead character in the middle of your game. A late concern to me is not having dismorph character : I had a FOR 18 / TAI 8 player, and today it bother me to have let this abnormality live. (but he doesn't want to die XD). Now, I impose some extra rules : -FOR/CON can't be more than 5 pts to SIZ (human, elder race 10, other 7). -No carac under 8, unless an great reason to do it (kingdom of war covered with scars can have a 5 at CHA). -POW and CHA can surpass 18 but only for magician or priest offspring. (and the restrictions linked to it)
  22. 1/ Yes, I'm a sometimes a tiny teeny bit jerky... I've spend my childhood between hospital and being secluded in my bed, and spend my time reading my (still) favorite "Knowledge encyclopædia". I lack social skills but have lot general knowledge on medieval stuff (there was a lot of flashy and colourful illustration in... really love jousting ones). 2/ A failure, no ... this is the very best success of SR. Why ? Longbow have a shooting rate of 10-16 adjusted shots per minute. If you don't use the actual SR of RQ2 how do you achieve the realist rate of 16 shots in FIVE rounds ? Rules aren't great but they are very Good (to my point of view). 3/ As I said, I don't mind either but forums are made for younger/starter master and if you don't mind a player having 3 one hand sword skill, 4 two handed axe types of weapons and having separate skill for fist, light cestus and heavy cestus................. you are missing a whale under a gravel ! XD (being funny, jerky and froggy) Very Bad Joke aside, please don't always answer like a specialist... think a bit for new players/masters who will read the thread and didn't play RQ for more the half of their life.
  23. OUPS, SORRY it was ZIT...XD MORALITY : Don't go on forum at work when talking to a customer on phone...
  24. Cults of prax Skill : Cult Access method for outsider -Find healing plant : Chalana Arroy (obviously) as lay member p66, just read it but pretty powerfull and can restore 12 HP with some luck (THE VERY BEST CHOICE) -First aid : Chalana Arroy (obviously bis) / Lankhor Mhy / Seven Mothers a pay to access Simple success stop bleeding and save your ***. Critical success recover 2HP -Identify plant : Aldrya nope didn't find it... will update later -Treat poison : Chalana Arroy a pay to access Time limit of 10 round melee to perform. Purge 2D6 levels of poison on success roll, 12Pts on critical -Treat disease : Chalana Arroy a pay to access Stop disease but still lose 1Pt. Critical restore 1Pt lost
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