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Lord High Munchkin

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Posts posted by Lord High Munchkin

  1. 43 minutes ago, lordabdul said:

    Oh yeah good point! I wonder if, say, Lunar maps might even be turned around (90 or 180 degrees from the usual North up) because they want to align it with whatever facing the Red Moon has at the beginning of its cycle or something.

    Traditional, especially the older nation-wide, Chinese maps often had the south at the top - as that was the orientation the emperor would look from his (generally) northern capital as he faced that direction from his throne.

    • Like 1
  2. Interesting....

    RPG19164508 - Calm the Heart, Raise the Fists

    Game System: RuneQuest Roleplaying in Glorantha
    GM: David Millians

    The peaceful island of Wag Laan sits in the gentle waters of the balmy Suam Chow, the great inland sea of Kralorela, the Empire of Dragons. Fisherman and rice farmers work the water and land, all governed in peace by the wise and wealthy Nong Clan, but discordant struggles belie the calm and threaten everyone. Who is a hero? This scenario is for RuneQuest Glorantha and incorporates a preview of the new Draconic Mysticism rules. Guest DM author David Millians.

    • Like 3
  3. 40 minutes ago, Joerg said:

    I wonder whether there are sheaths that double as defensive armament or as quivers for small missiles.

     

    It quite often seems small knives and such tools were carried on the outside of bigger/wider scabbards. Leather can be very easily wet moulded if under c. 5 mm.

  4. On 5/8/2019 at 12:17 PM, RHW said:

    By popular demand, I guess? Why the hell would you want this? Avert your eyes!

    HARREK THE BERSERK                                                   

    Dart Warrior, God Killer, Pirate                                           

    Human Male, 54

    Incarnation of Destruction

    STR:    58        (106 w Bear Strength)                                 Spells known: 

    CON:   49        (73 w Berserk)                                             Ironhand 20

    SIZ:     20        (26 w Bear Skin)                                          Demoralize

    INT:    16                                                                                Speeddart       

    POW:  48                                                                                                                   

    DEX:   30                                                                                           

    CHR:   23                                                                               

     

    HP:      96 (122 w/ Berserk & Bear Skin)

    MP:     48+100

    MP Storage and Spirits: 500

    Move: 10 (20 w/ Mobility)

    BASE SR: 1 (0 with Bear Skin)

     

    WEAPON:                                          ATT    PARRY:          DAMAGE: +4d6        SR           

    Unarmed (Kick):                                385%                           1d6+4d6                      5

    Unarmed (Claw):                                405%                           3d6+4d6                      5/10

                w/ Ironhand 20:                      505%                           3d6+4d6+20                5/10

                w/ Ironhand & Berserk:          677%                           3d6+4d6+20                5/10

                w/ Bear Strength & IH:          580%                           3d6+7d6+20                5/10

                w/ All Spells:                          782%                           3d6+8d6+20                4/8           

    Iron Bastard Sword:                           305%   200%               1d10+1+4d6                3

                w/ Bladesharp:                        355%                           1d10+11+4d6              3

                w/All Spells:                           662%                           1d10+11+8d6              2

    Bear Charge:                                       380%   15m range       per weapon +1 dam/m moved

     

    NOTES: Bear Strength adds +3d6 Damage +75% Attack, Parry, and Bear Charge

    Bear Skin adds +6 AP, +6 Siz, +1d6 Damage, -5% to hit, -1 SR, +2 HP

     

    RANGED:                                           ATTACK:                   DAMAGE: +2d6       SR           

    Throwing Ax:                                     240%                           1d4+1+2d6                  1/6/11

                w/Spells                                  480%                         1d4+4+4d6                  1/6/11

     

    HIT LOCATIONS: 

    Missile            Melee              Location          Armor             HP (/w Spells)

    01-03               01-04               R Leg              51                    32 (41)

    04-06               05-08               L Leg              51                    32 (41)

    07-10               09-11               Adm                51                    32 (41)

    11-15               12                    Chest               58                    39 (49)

    16-17               13-15               R Arm             43                    24 (31)

    18-19               16-18               L Arm             43                    24 (31)

    20                    19-20               Head                51                    32 (41)

    Total Hits                                96 (122 w spells)

    AP includes Protection 12 and Bear Skin

    Harrek usually is protected by at least Countermagic 12. 

    50% chance to hit Rathor's Hide on all locs.  Rathor's Hide has 100 AP and is immune to crits.           

    RUNES: Beast: 175%, Death: 95%, Disorder: 95%, Mastery: 100%, Magic: 75%

    PASSIONS: Destructive: 195%, Loyalty Gunda: 150%, Loyalty Wolf Pirates: 95%, Loyalty Argrath: 75%, Greedy: 150%, Hate Lunars: 95%, Vengeful: 185%

    SKILLS:

    AGILITY:  Balance: 140%, Boat: 190%, Climb: 140% (190% w Claws), Dodge 240%, Jump: 240%, Ride: 40%, Swim: 190%

    NOTE: All spells cast, can’t Dodge, Agility Skills +70%

    COMMUNICATION: Fast Talk: 70%, Orate: 190%, Leadership: 220%, Sing: 100%

    STEALTH: Hide: 290%, Move Silently: 295%

    MANIPULATION: Conceal: 145%, Craft (Butcher): 145%, Craft (Torture): 120%, Devise: 145%, Sleight: 45%

    KNOWLEDGE: Animal Lore: 235%, Evalute: 130%, Human Lore: 80%, Nose For Bullshit: 200%, Lunar Politics: 50%, Mythology Rathor: 330%, Myth Seven Mothers: 65%. Myth Ygg: 100%, Profession Dart Warrior: 100%, Profession Raid Leader: 300%, R/W New Pelorian: 50%, Shiphandling: 180%, Sea Lore: 190%, Spirit Lore: 230%, Navigate: 95%, Naval Tactics: 185%, Battle: 300%, Infantry Tactics: 150%

    PERCEPTION: Find Enemy: 245%, Listen: 295%, Scan: 345%, Scout (Any): 100%, Search: 145%, Track: 335%

    MAGIC: Ceremony: 265%, Enchant: 385%, Summon: 215%

    NOTES:  Harrack is immune to all fear and negative morale effects.  He is also immune to disease and poison. He is Illuminated. He is protected by his own personal wyter.  He leads an elite unit of 50 highly skilled Wolf Pirates (main skills at 125%, full iron chain) and has several Rune Levels who are always with him on quests or in combat, including two Rune Level healers. 

    ALLIED SPIRIT:

    Rathor (Bound into his own Hide)

    INT 30, POW 100, CHR 60

    Spirit Screen 20

    Heal 20

    Dispel Magic 20

    RUNE MAGIC:         

    Harrek can cast the following spells at will even when Berserk:

    Bear’s Skin, Bear’s Strength, Berserk, Claws, Fear

    He has permanent Second Sight and See Invisible

    When not Berserk, he can also cast Heal Wound, Float, Morale, Dismiss Elemental (Any). He does not spend Rune Points to cast Rune Magic.

    With his Magic Rune, Harrek can warp the nature of reality. Essentially this means with a successful roll, he can cast virtually any Rune Magic Spell that the GM feels is appropriate.

    He has bound spirits that can cast Heal Wound w/ 10 MP 3x per round. Auto-triggered when wounded.

    MAGIC ITEMS:

    Iron Ring Mail, Iron Bastard Sword, 500 pts of Magic Point Storage and POW spirits, Carries 10 Iron Throwing Axes and has 20 more available. Assume he can cast any Spirit Magic Spell at 10 or have Rathor command a bound spirit to cast it on him when he’s Berserk.

    I have another different RQ3 version that someone called nikk posted online years ago. If anything even nastier.

    • Like 3
  5. I had a long-running RQ3 campaign in which 'Roast Duck with Pelorian Sun Fruit' was a special favourite. A slow roast, to remove the duck's natural "greasiness", flavoured by the insertion of the spherical fruit up "where Yelm DOES shine".

  6. 1 hour ago, pachristian said:

    In my game, set in Pavis (1612-1614, so far), I had presented the Morning Star and Evening Star as a paired spirit cult. Morning Star was presented as the patroness of beginnings (and coffee), Evening Star of bringing things to an ending. The players, particularly our party’s aspiring shaman, and another who is an aspiring priest of Pavis, decided to run with this. They got permission from the Pavis Temple to set up a small shrine/dining area, atop the wall, near the Pavis Temple. The Pavic character let it be known to his (many) contacts and friends in the city that he would be there certain mornings at sunrise, having coffee. People quickly understood that that was a way to get direct, informal, access to the Pavis temple/government. Likewise, our aspiring Shaman let it be known to her community, that here was a forum where issues could be (informally) raised and discussed before they were officially brought to the city council. It was excellent political playing by both players. They created a similar evening event, to balance the cult. Now after roughly a year of game time, they have a recurring “congregation” that honors the Morning and Evening stars - without it being a ‘cult’ yet. On their “to do” adventure list, they are now planning to recover some sacred relics of the stars, to bring to the morning coffee shop and evening salon, effectively creating an already attended temple. The Pavic Priest is also working to strengthen relations with the Sun Dome (he considers Orlanthi uncivilized and unreliable), and plans to use the Morning and Evening Star cult as a bridge cult, creating a minor cult in common for groups that are otherwise separate - the Sun Dome, Pavis, the River People, Orlanthi of Pavis County. After all, who could object to meeting over a cup of coffee to try to talk out issues? Minor cult magics will be a bonus, and an incentive for people to regularly participate. The biggest challenge will actually come from the character’s priests; who may get nervous if the cult of morning and evening gets too tied to Pavis, or the PC getting too much influence. But that’s the subject of another type of adventure.

    (And yes, I know your version of Glorantha may not have coffee. Too bad for your characters.)

    Seems like "proto God-Learnerdom" to me!!

  7. Actually thinking about the subject, it's more about what a culture thinks is "normal".

    If your society regards tattoos as the unconcious, default position - everyone's going to have them. Only "rebel trouble-making" freaks wouldn't.

  8. Definitely Pop-psych101 is a Damoclean curse and easily can drag any fun out of the whole experience (and that's after all why we play the game in the first place).

    In my experience if it's all "Actor Stance" the GM is likely having a less than optimal time. Likewise if all "Director Stance" the players are probably getting bored.

    • Like 1
  9. 9 hours ago, Shiningbrow said:

    There was (maybe still is) in northern Pakistan (way up in the more isolated mountainous region) that animists (basically 'shaman', although that's actually  a form of cultural appropriation) live in a non-nomadic or barbarian society - ie, they live in houses, and do all the usual stuff that city-dwellers do.

    Sadly Kafiristan was purged and the Nuristanis were converted.

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