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Richard S.

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Everything posted by Richard S.

  1. I agree wholeheartedly! I just started playing recently and think that it's my favourite incarnation of BRP; the simplification of combat, the normal/hard/extreme system, pushing rolls, 0-100 stats, etc. Plus, what it does leave out can be easily hacked in from other systems. After buying some of the supplements like the grimoire and through the ages, I'm actually considering using it instead of Runequest for play in Glorantha (obviously removing sanity and changing the skill and spell lists a bit though).
  2. It arrives the day before my birthday, how about that! I know what game I'm getting next now!
  3. Gods whenever I finally think this topic is dead for good y'all come right back at it a few weeks later
  4. Richard S.

    Discord

    Speaking as a resident of both, they're not the most active communities, but we're pretty good about answering anyone's questions and then somehow turning that into an hour long debate!
  5. Here's some ideas for spells maybe: Kill: separate-life-man Civilise: separate-beast-man Dispel Rain: separate-air-water Break Earth: seperate-stasis-earth Hm. Y'know most spells that use power runes can be made using either seperate or combine, just switch out the rune.
  6. I honestly thought it was a sock puppet for years until I took a good look at it
  7. I smell the work of a god learner, trying to prove that you're both the same god!
  8. Yeah, but I don't really want to invest in a hardcover for a game I may never play.
  9. Is there anything new on this? I've been reading the comic for a while and wanted to check out the game, but when I went to the site I discovered it was down.
  10. Honestly I think cons are your best bet to get into a Glorantha game. There's not many open ones in the web out there from what I've seen, or even people with the time to run them.
  11. We aren't too active, but we try to be very newbie friendly!
  12. So wait, are you saying that the ritual riddling contests between Wind Lords and Sun Lords can lead to illumination? Iirc, Nyaslorian riddles are quite different.
  13. Whatever you go with, it'd probably be good to add a disclaimer that none of the myths and stories are completely canonical.
  14. Just a thought I had while skimming this thread through: instead of a floor, how about physical and social skills having a cap equal to DEX or APP x2 or x1.5 or something? It wouldn't be a huge disadvantage for people with average attributes, but if you want to get really good at certain skills then you have an incentive to build up those attributes.
  15. How would y'all go about adding a more high fantasy magic system a la D&D to Pendragon? I know KAP4 already had a magic system, but since I don't own that, and have heard it's rather slow and costly even if very thematic, I'm not too interested in using it. I was thinking that maybe magic users could have another attribute like Magic or Power or something to determine their talent and capacity for magic, which would also help avoid muscle wizards, and then also giving them different skills for different schools of magic.
  16. I don't have anything to say about tea really but I'm just happy my meme found its way here and started more discussion.
  17. Issaries uses Movement and Harmony I thought? At least those are the two runes that make up the Trade rune.
  18. Ah damn, I forgot to add the part where it gives everyone in your family tree Fetches too. And yes it does work on vampires, but the whole thing just ended up breaking the compromise and time stopped!
  19. Fetching Arrows The Fetching Arrows consist of a set of six arrows of extraordinary craftsmanship. The head of each is heart-shaped and made of an unidentified, gold-colored metal. The heads are also carved with intricate yet inexplicable runic designs and embossed with various animals, ranging from ladybugs to falcons. Cults Hostile - any shamanic cults who learn about the arrows will probably have a strong dislike for them and their users. Knowledge Automatic - they can be activated simply by using them as regular arrows and shooting or stabbing someone with them. Few - there are only six known to exist. History These arrow-shaped charms were carved from the remnants of a star that fell from the sky during the gods war and used by the desperate community where it crashed to survive the darkness. With the dawn of time, most the arrows remained hidden in the far north where the star fell, though it is believed that two have made their way south. Procedure None. There is no known way to make more of the arrows. Powers The power of the Fetching Arrows is to awaken an individual's Fetch, regardless of whether or not they possess any shamanic training, immediately and with great trauma. A Fetching Arrow will activate when shot or stabbed into a victim and dealing at least 1 point of damage. Upon activation, the spirit of whoever it damaged will automatically be flung through the spirit world, undergoing extreme trauma in mere seconds as their untrained soul is forced through trials beyond their comprehension. Afterwards, if they survived, the victim will probably be unable to understand or remember fully what happened during their awakening. During their awakening, the victim will lose 3D6 POW to their new fetch; if this brings their POW to 0 or less the victim instantly dies. If they survive this, they next must make a POWx3 roll in place of the Spirit Dance roll a shaman would make, though using the same table. The victim does not face the bad man, and so gains no taboos, but also gains no more gifts other than the one free one. What free gift they receive must be determined by the gamemaster; usually it is Materialize Fetch. Unless they have gone through a shamanic apprenticeship beforehand, the victim will probably be unable to take advantage of the benefits a normal shaman has, due to a lack of knowledge of the spirit world and the unnatural way in which they acquired their Fetch. Value Selling one of the arrows to someone who had no knowledge of their power would probably only fetch a few clacks, maybe more on account of the excellent craftsmanship and beauty of the arrow. To someone who knows of the arrows' properties, though, they could fetch anywhere from 1000 to 2000 Lunars.
  20. At the rate you're adding new cults, we aren't going to get the book until the next edition of RQ comes out!
  21. So I just bought the sourcebook and the part on the warlocks and the SMU really stood out to me. Now I'm thinking of doing (or probably just planning out) a campaign where the players are warlocks, but considering that an average magician regiment has 30-60 members and the average bodyguard unit 500, it's a tad large for an adventuring party. How would y'all go about having warlock characters or using the SMU in your campaigns?
  22. I wouldn't say there are any that are totally "fake", but there are definitely cults in which the worshippers get little to no return for their investment while the priests secretly use their followers energy for themselves. The EWF in its latter years was a great example of this from what I've heard.
  23. Of course, you can also have comics where the whole length of it is just a combat.
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