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About Alexandre

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  • RPG Biography
    Been roleplaying for almost 30 years, 25 of which with BRPS (RQ, Stormbringer, CoC). Favorite game: Pendragon. In the last few years I have also taken up wargaming. For a while I have been involed with the Glorantha lists and fanzines.
  • Current games
    Pendragon, D&D5, RuneQuest 3, A World At War, John Prados Third Reich, Dominant Species, Labyrinth
  • Location
    Rome, Italy
  • Blurb
    40 years old guy

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  1. True, the table starts from 50 people. But a community is defined as: so to me a small hero band can have its own wyter, as long as the heroes have a loyalty passion to each other (and maybe the support of their communities). Of course it will not be as strong as the wyter of a 50+ people community (I was thinking of POW 2D6+6, CHA 2D6). At least not initially, but there is nothing that prevents the hero party growing into a full hero band with followers etc.
  2. I think it makes sense, no? That's what is tying them together after all.
  3. Feats are from heroquest, aren't they? Or did I miss them in RQ:AiG? Anyway Impede Chaos gives -20%/point to enemy attacks, so 1 point seems balanced to me (given it affects 6 targets, which is 2 POW using the Wyter rules).
  4. All members of the hero band are protected by a 1 point impede chaos when they defend together against a chaos foe?
  5. Actually they will form a hero band (wyter + passion) at the end of the quest. I was thinking if there was some other other reward appropriate specifically for this, even just mechanical wise...
  6. Hi, my players just went through a rendition of the I Fought We Won battle in a (sort of) Heroquest. What could be an appropriate reward? One of them survived a scorpion man's sting, so I was thinking of giving him a +4 CON vs scorpion man poison. Otherwise? Just a plain increase to the skills used in the battle (after all, they should not need to roll to see if they leaned something fighting in the greatest battle ever!) seems to me rather bland. Can you suggest me something more flavorful? Thanks in advance, Alex
  7. Cool! A Koreanorlanthi shaman! I like that Thanks, Alex
  8. This is interesting and is a disconnect that is happening in my game. The assistant shaman has a strong rating in the Man rune (for maximum spell efficiency, if nothing else!). So he should be civilized, should like what is made by man (warm baths?) etc. but this seems to be contrary to what you expect a shaman to be.
  9. For some players I know this is worse than growing a third arm because of a chaotic feature 😉
  10. At the end, I ruled that disease spirits do MP damage just like any other spirit (although the damage is based on POW alone). If they succeed in an attack and the opponent does not, they get a second (opposed) roll to infect the target with one of their disease, starting at the acute level. Even though the second roll looks like a legacy rule (in RQ2 to possess a character you would need to make a second POW vs POW roll because the character could not be automatically possessed when his POW reached 0 - rather, he would cease to exist!) I thought that diseases are bad enough that giving a kind of second chance before getting ill would be fair. The disease spirit attacked the assistant shaman. Only once it could infect him with a disease but failed. At the end, they both reached 0 MP at the same time. So, even though the PC became unconscious he still technically defeated the spirit and so got the immunity and the POW bonus. Cheers, Alex
  11. The full quote reads: One might read it as meaning a physical attack, but since it is in the spirit combat paragraph I think there is no doubt that spirits have to materialize for one round to attack an embodied target. If both are discorporate there is no delay (column after). By the way, thanks a lot! I did not understand how disease spirits worked at all! I guess I am relying too much on previous editions...
  12. Hi all, in view of this week's big battle (spoiler for my players if they are reading this ) I have a few questions about disease spirits. First of all, from the Bestiary (p. 169): This looks like RQ2, except that the rules on diseases in pages 154-156 of the rulebook are from RQ3, i.e. with 4 degrees of illness. I think I'll translate it as "the first success infects the victim with the mild form of the disease. Every subsequent success increases the degree of illness by one". Again from the Bestiary (p. 164): However disease spirits only have POW! (They don't even have a spirit combat skill quoted, but this is simply fixed by just taking the POWx5 default). The problem is that the spirit combat damage table makes no provision for entities lacking CHA. I don't think the intention is to have disease spirits do less damage than other spirit types, so I guess I'll just add a 3d6 CHA. Finally, one general question about spirits. To be in the Middle World, they need to be embodied in something or they need one round to materialize, right? You cannot have a spirit simply attacking a character without a 1 round delay (they have to come out from their binding object, at least). Thanks, Alex
  13. Go figure! The first piace where I would have looked! 😉 Thanks a lot!
  14. Hi all, two quick questions about POW storing crystals. 1) How long it takes to recharge one? 1 MP/SR, the same as casting magic? 2) Is it possible to pass the crystal over to another character so that he can recharge it or use the MPs inside to cast his own spells? As the crystal does not need attunement so I would say yes. Thanks, Alex
  15. Playing mainly through roll20 these days, miniatures (or more precisely tokens) are a must. But whenever possible I always used them, I think they add a lot, and not just from the mechanical point of view. It doesn't matter if you use superbly painted 40mm miniatures or counters or even just dice, a physical representation of the situation helps to fuel the imagination IMO. In the last sessions we have been using Cry Havoc boards and counters...
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