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Andrew M

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Everything posted by Andrew M

  1. It is only mentioned for Waha so I think it is Waha specific due to his mythic role. Certainly in previous versions Humakti Geasa could effect your ability to heal wounds, in the late 90's I had a Sword of Humakt who cuould only be healed by Divine Heal wound spells normally cast by her allied spirit Humakt is also noted as having a relationship with Arroin for none magical healing so it is certainly possible that there are Humakti who refuse magical healing even if they don't have Geasa forbidding it
  2. As the PC's are undrgoing initiation quests at the moment , if I can think of something clever by Monday I will try and incorporate this Becasue the Star Captain is tied to an entirely different sub plot for the campaign so I never considered the idea. Which is a good one However 'Other Weapon' is one of the skills a Sword can have at 90% to qualify. I don't consider the existance of other dieties specialsing in archery to be a factor particularly when all of them are from different cultures, this is a game balance issue rather than a in game reason and I don't think it is a factor . Unlike all of your other points I think that is still the spirit of reprisal and it is a factor I had not considered. I don't expect players to manage to get themselves expelled from their cult so it rarely enters my thinking. At a minimum the blessed bow would break and quite possibly I would consider that by applying a gift to the bow they also will cause Humakt's curse to apply to their use of bows. But this may also make me rethink things FAirly certian that Humakt's curse effected Yanafal Tarnils and that is why he and his cult use curved swords, so a Humakt to YT Defector in my game would not be able to use straight swords. Also the other pc's would kill him but thats a character thing not a mechanics thing
  3. The decision on odd things always has to be made with the particular game in mind. None of the other pc's is an archery specialist. However having said this I can only think of 3 Archery specialist cults, Yelorna, Aldrya and Pole Star all 3 of them would remain better archers based on their available rune magic. (You could argue Yelmalio is an archery cult and indeed they would be worse than this character but they are bad at pretty much everything and those of my players who have encountered them in other games mock them) Having been gaming for nearly 40 years I am aware of the issues of protecting the niche each character has in the party, and try to make sure that does not happen. As to what is canon , I don't particulary care, there is a lot of good material in the various Hero wars supplements and I use it as and when it seems suitable. Now if an RQG product contradicts an earlier piece of material which I have not already used in my game comes out I will go with that unless the other material is more fun I am not using the Kargan subcult for this pc as it is unneccesarry complication for the game but it may turn up in the future if it fits the game. Balance is a secondary concern to if it fits my feel for the campaign world and seems appropriate, I consider niche protection more important, I am certainly not going to worry that the Ernaldan Shaman is much better at spirit combat than anyone else or in pure HTH combat skill once the Humakti starts casting Sword trance no one can match them or the flying Orlanthi
  4. Kargan the warrior of course could notably apply his magic to any mellee weapon. The runic association of weapons is to the elemental runes, which Humakt has specifically seperated himself from, while I agree the sword is also associated with death there is no formal link to the death rune. Other cults with death runes specifically do not use swords. I would find a Humakti who did not have a sword very odd, although the story behind it could be a good one Within the cult description it is 'bless specific weapon' not bless specific cult weapon as opposed to the Gift of +10% skill with a cult weapon
  5. The village is under the displeasure of Ernalda which would definetly explain why no women can be initiated, and as kin slayers many of the men are going to be in disfavour with Orlanth although in both cases it looks like the God is unable to determine exactly who bears the guilt so no one is being visited by spirits of reprisal but their rituals are not going to go well and that seems a likely cause of problems with initiations There is also strife within the clan and possibly no one can organise the adults to set up the ceremony for initiating people into the cult as this involved a lot of community cooperation and magic.
  6. I got caught out with a partial strike this weekend which nearly trapped me in Cambridge , not so good when my job is in Leeds. RMT is striking on Avanti on 11th and 12th december so the weekend before may be safe, . Last year there was an underground strike I believe , I remember I had to take a Taxi from the station
  7. The Hero Wars sourcebook 'The Storm Tribe ' had the subcult of Hu the sword the dominant subcult of Humakt but also Kargan the Warrior whose followers 'roam the world seeking unnusual weapons and fighting styles' so there is support for Humakti using none sword weapons. The clan the characters come from specifically honours the Star Captain who protected them in the Great Darkness, who presumably was an archer so there is a cultural and practical reason for using both bow and sword
  8. So far its looking ok for trains. Fingers crossed.
  9. Thanks for all the thoughts. As a note It is incredibly unlikely Humakt will screw a player over and make them unnable to use a weapon they have fitted into background , I am not that sort of GM. The character has already blessed their sword via a gift this is a secondary weapon The arguements here mirrorred my opinion split but after a discussion 2 of my players (not the Humakti) expressed their opinion that this should be allowed so I will probably allow for this campaign
  10. YGMV. I am uncertain it would depend on what I felt fitted the mood and theme of the encounter and I may even have different opinions in different encounters in the same campaign, which fits the Draconic stuff is weird motif
  11. You could have a male Ernaldan priestess if he follows the Nandan subcult then he can bear children and meet thr requirments, Would make for an interesting Pavis cult hero
  12. Looking for opinions about applying Humakti gifts to weapons other than swords. In particular one of my players is likely to want to use a Bow a lot and it would make sense for her to try and apply gifts to that bow. What is the opinion about applying the double damage after armour to a bow . I think that it can be applied to any weapon but with the bow the question is should the gift actually need to be applied to the arrow , making it useless or is it mystically appropriate if applied to the Bow
  13. I think most None-Humans work best in a group of their own kind as that cuts out the cross cultural problems so a group of Trolls, Elves or even dwarves may be a fun campaign. Otherwise you have to be able to fit your none humans into a human centric campaign which probably works best for Ducks and Morokanth(In Prax) otherwise you risk the who is this weird creature factor becoming a major issue in the campaign and getting in the way of telling the more interesting story. But I am sure it can work and when it does it can add a lot to the game and make it uinque
  14. For the Beast people of Beast valley and the Ducks you can probably use the normal early life with some modifications, maybe even for Aldrymi who live in one of the Homelands and are weird enough to be dealing with humans (Talnistris grove in the Colymar Lands for instance or the Big Rubble in Pavis), Trolls from the Shadow Plateau could use a modified Esrolian origin and Morokanth can use the standard Praxian homeland . I think another requirment is that I would have to trust the player to play a Gloranthan version of that race so no tolkien elves
  15. For my current game I have required everyone be human and teenagers from the same clan, In general it would depend on the game I was going to run and I would allow anything which from the game background fitted that game. This includes Homelands and cults as well as none humans. There is a second filter that some none humans are unbalanced to allow in a group with human characters and I would be very careful with them. Probably allowed if it fits the setting(Some of these are unlikely), Aldrymi(Green Elf), Ducks, Dark Trolls, Trollkin, Morokanth, Newtling, Baboon, Telmori, Tusk Rider , Foreign Human Probably not allowed for Balance: Centaur, Minotaur, Great Troll, Agimori, Fox Woman, Dryad, Brown Elf(Hibernation), Cave Troll Probably not allowed as I can;'t imagine them fitting my vision of the setting as pc's.: Dwarves, Chaos Creatures, Dragonewts
  16. I have a character in my campaign who I expect to become a Shaman and a priest, my advice to them is going to be to become a Shaman first, then build up their POW before becominga priest. I see this character needing a LOT of POW gain rolls. I have also madesure they have appropriate Devotion skills. In Sartar for an Orlanthi or Ernaldan I may allow loyalty Clan to replace loyalty temple as in many respects the tribal leadership structure is also a temple structure and similar for other cults were a social structure also defines the religous structure (Humakt and the Regiment, Waha and the Tribe, Kygor Lytor and the Clan)
  17. My group and I have been gaming together for 20 years , and met in the 90's , I have no actual worries and anyway I am at least as bad for optimising things as they are! The last RQ game I ran ended up with massivly overpowered characters so I have some idea what a Rune Lord with too much Divine magic is like from RQIII I had missed the line on p272 and that was what I was looking for, the discussion here I had found but if I still had any hair I would have been tearing it out becasue I could not find were in the rules it was referenced. Thanks for the information
  18. I have seen several references to the use of DI particularly by Rune Lords to increase stats being a problem in RQG. However I have not been able to find the reference in the rules which makes it possible to boost a stat with DI. Could someone explain to me how this is done? I am starting a game and my players are normally good at optimisation so I would like to find the issue before they do and decide what if anything I need to do about it.
  19. I believe I have the basis for my next convention game. Gathering the equipment for the Bison Khan , as a form of Heroquest for the Bison to ascend to become the new mount of the founder
  20. I never bother looking at the table and just the formula, and would use it regardless of the numbers involved. However for something like Brontosaurus vs Allosaur roles , I may in fact just assign arbitary values as it is not a PC involved dice roll and the system is based around human levels of characteristics and a PC dinosaur is an unnusual thing
  21. Given that most people in Glorantha are not so dedicated to their gods that they give up POW to the god(mist are laymembers) and that during the great sacred ceremonies of their god people experience contact with their God and his world I would expect pretty much all initiates to have Devotion(God) maybe less laymembers but many of them. The Gods in Glorantha are real and you have a personnal connection to them, further in most cultures the gods are the role models of society so a devotion to them is something that makes sense in every day life. This is seperate to the game mechanic priority to have such a devotion. I have a game starting on Monday and I noticed yesterday one of the pc's lacked a devotion(Yinkin) so I have put one on his character sheet so we remember to discuss it at the start of the campaign
  22. I am looking at starting a campaign earlier probably in about 1613, which will mean redoing a lot of the events in the life path. Before doing this I was just checking if anyone else has done the work for me
  23. The various Gloranthan games I have played have been some of the best games I have played. Having met Greg at Conventions in the 90's his enthusiasm and myth building inspired my own games in a way no other games developer has . He will be greatly missed
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