Jump to content

Akhôrahil

Member
  • Posts

    5,072
  • Joined

  • Last visited

  • Days Won

    37

Everything posted by Akhôrahil

  1. RQG source? It's not listed under the requirements (which are described as "minimal").
  2. "Humakt is for pansies who try to tell others what ways they're allowed to attack them. Pah, the Bull is enough for me!"
  3. I believe this is Icelandic law. But it’s a nice one with MGF value to it.
  4. Disagree about this - secret murder isn’t killing someone where others can’t see it, it’s keeping it secret afterwards. That said, having it public, using seconds, and so on, will help make things clearer.
  5. Depends on the exact phrasing - you can target a spell without targeting the object of it, technically.
  6. My understanding of the current interpretation is that you don’t have to overcome the MPs used to improve the attack, but that tje caster can also put purely ”Size”-boosting MPs into it, which do have to be overcome. Since you will likely have vast amounts of MPs available, a mix is recommended, and will quickly make dispelling unfeasible. Humakti don’t really need to duel - they can just count up MPs available and then declare the winner. Only if things are reasonably close (within say 20 MPs) does it even become a fight.
  7. No-one can disprove that this is how Glorantha was created, as Eurmal’s hallucination that everyone else is just a figment in.
  8. Doesn’t really matter what Orlanth thinks as long as the cult won’t admit them (as known Chaos-taintees). I think a lot of things in Glorantha (like CA Jains with brooms for bugs) make more sense if you consider that the cult might be a lot more strict than the god actually is.
  9. The only thing worse than being on Argrath’s side is not being on Argrath’s side?
  10. Except for Dragonewts? Although I would think Argrath will use (and very likely later discard) any tool he can find.
  11. I thought it was very strongly suggested the Wolfskinners tribal warband of the Cinsina (led by queen Ivarthe) were upgraded (and expanded) with, you know, magical skinned wolf pelts by Argrath? (Perhaps alongside others on teh winning side, but the Wolfskinners seem like they have been a core part of it at least.) My personal guess would be that the Cinsina pushed for it and Argrath agreed to handle it out of a debt of gratitude. Quoting t11L: "The second is that Argrath repays Cinsina help in returning aurochs to Dragon Pass by driving the Telmori from the Wolf Hills. The human victors of Argrath’s battles against the wolfmen become known as the Wolfskins, for they wear the pelts of their victims, and become a very highly honored band of warriors wherever they are recognized." So the sequence could be: 1. Ongoing fighting with the Telmori (as described in t11L). 2. Cinsina help Argrath with both The Eleven Lights band and support for his Aurochs quests. 3. Cinsina call on Argrath to help them sort the Telmori problem. 4. Argrath does a final solution of the Telmori problem. 5. Argrath creates a magical warband out of the (substantially Cinsina) victors, using skinned wolf pelts.
  12. My personal reading of King of Sartar is how it describes and implictly compares two kings - Sartar and Argrath - with Sartar consistently coming out on top as far as morality goes. Sartar made peace with the Telmori - Argrath does not. It doesn't seem he even tried.
  13. Easier to genocide them than not to for him, and plus he gets cool magical wolfskins from them as part of it (for a modern reader, it's certainly something that he uses the skins of his genocided victims). It's not like he has much in the way of moral qualms about anything ever. If you read Red Cow, you will see how Argrath has a power-base among the Telmori-hating Cinsina. I assume they were the ones pushing for a response, and were probably stunned by the ruthless efficiency of the genocide (after all, it's been a mostly slow-burn problem for centuries, and suddenly... all gone).
  14. I like the idea that some moron once again would think it was a good idea to try it (the same way some God-Learners already did).
  15. The whole Ralzakark thing is a big mystery - Cults of Terror never seems to suggest that it isn't the big R that Oddi slays (and even the Guide doesn't indicate it). I think it makes the most sense if it's actually one of the "masks" of Ralzakark (much like Undranda and Wowander are hinted at having been). The real mystery is how Ralzakark (at least of a kind) can be the Monster Emperor after Oddi slays him (in 1631) in a way that there really should be no returning from (and LoT even says "final death").
  16. This was the historical standard, wasn’t it? You surrender to a shorter and more orderly looting, instead of the other, rampaging kind. It’s expected on both sides. Also, it’s how you keep your troops happy.
  17. Entropy and Time feel conceptually connected in a way that Evil and Time doesn't.
  18. "Listen. If you wanted to join the S.M.U., you'd have to really hate the Lunars." "I do!" "Oh, yeah? How much?" "A lot!" "Right. You're in."
  19. To a point, yes. You can still use Trollkin, but they either need to be in some serious numbers (three naked Trollkin with slings is a non-trivial fight, though), or part of a mixed force with some quality support. Rune magic allows PC to be incredible in the harder fights. Some amount of easier fights will be mostly Spirit Magic, but they have several higher gears to get into when necessary. I find it helpful to keep the players guessing a bit when it comes to Rune points expenditure - if you always run one scenario per season and they can always tell when the climactic fight is, then they might as well spend all their Rune Magic. If they can't tell for certain whether they will get in other scenarios or fights, they will have to be a little more conservative (and plus, it feels realistic that they'd have to be).
  20. If it were my PCs, and it was outdoors, and they were visible, everyone would be hit by dual Thunderbolts on SR1 and virtually all taken out instantly... (I nerfed Thunderbolt to be POW vs POW, but it's still absolutely, utterly vicious, with virtually no defence except pre-emptive Cloud Clear, which Trolls are kinda unlikely to use.) So I would try to work with stealth and ambushes - a sensible tactic regardless - to make it something of a challenge.
  21. I don't see any reason not to allow it - nothing weird happens above 100%, and fumbles will help to regulate it (in fact, since you lose 1d10 on a fumble but gain far less on an XP check success, they will converge towards 99-100).
  22. One of the great things about RQG is that the big, common cults tend to be excellent because of their size (due to ease of worship access, rich mythos, many associated cults and subcults providing spells, and even just social usefulness). The guy with a weirdo cult is afflicted with a difficult weirdo cult. Orlanth was only a so-so cult in RQ3, but is amazeballs in RQG. We see why there's a reason most people in-world stick to the standard stuff.
  23. Usually yes, but there's an amount of exceptions. Mindless enemies (gorps, skeletons). Controlled enemies (like Commanded elementals). Cornered Chaos. Cornered PCs versus Chaos. Berserking enemies.
  24. PCs can fairly often turn a fight around though, by bringing out Rune Magic or other resources they would have preferred to keep in reserve. Things tend to change in a fight once that Shield 6 lands.
  25. Agree. Fleeing from ranged skirmishing often works (especially when it's easy to get out of line of sight); fleeing from melee is really hard for NPCs. Doubly so if the PCs sensibly spam Mobility and Slow.
×
×
  • Create New...