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Psullie

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Everything posted by Psullie

  1. Weapons and Shields can go to a negative value equal to their HP, that 12HP weapon can go to -12 before becoming completely useless, from 0 it can be used at 1/2 skill. So in that example of 18 damage, does the weapon go to -6 but if so when does the excess carry? The wording says that the Weapon takes damage like hit locations, so going to -6 seems reasonable, but says that any damage over the positive value carries through. So my reading is weapon to -6 with 6 damage carrying through.
  2. I don't have the bestiary yet, but my take on spirits is that all living entities have spirit energy. Some, like humans, are bound to a form, while others are not. Generally most spirits that lack form cannot interact with the Middle World, but as there are always exceptions, some can inhabit specific medium to become corporeal. Undines for example can exert their will on water to become physical, but this is just a projection, destroying the water-form does not kill the spirt but may keep it from reforming for a while.
  3. are you UK based? shipping etc...
  4. my take on a failed augment is this (keep in mind that Runic inspiration is limited to once per session/scene/GM's remembrance, so even on a fail you can't re-roll a Rune) : -20 on any rolls using that Rune = ALL skills influenced by that Rune are effected. As Truth has no influence on skills it would only impact on Rune Spells, but for example Fire/Sky has governance over Scan (Perception). Had she failed a Fire/Sky Runic augment, then until she can take time out she would be -20 to all Perception based skills.
  5. bummer.. 1am/2am for us Europeans and on a school night too!
  6. Pikes are also very useful attacking mounted opponents, giants, flying beasties - I wonder if we had all these on earth what sort of reenactment video we'd find on youtube? 😀
  7. the first set had a plain d12 for all the hardcore RQ1 players 😁
  8. and the index is hyperlinked!
  9. You are right, its confusing. The Gas does have a 35% chance of causing harm but is the passive actor. Otherwise the GM should roll (aiming for 35%), as the active contestant Sorala needed a 65 or less to AVOID the effects of the Gas, and as she rolled a 76 and failed she should have been effected. It seems that the GM had the Player roll for the Gas as the active agent.
  10. I think as a GM part of the process would first deciding does the situation need to be resolved in a single instance, or is there the probability of an extended test. If you need an immediate result then perhaps the Opposed Resolution system is not suitable, then just a single roll (adjusted by the difference ?) is made. I feel the as written system is weighed towards the fact the in many circumstances opposed situations are not readily resolved in one go. When both participants of a contest succeed then both should be rewarded - it's not enough to weigh in on favour of the PC's (what happens when two PC vie for the same thing?) or attribute arbitrary passive/active labels (a guard is passive when searching but when PC's are searching it becomes an active state?). At first I was in favour of the Blackjack approach but then realised that the opportunity to introduce tension and uncertainty was less than 1%, wether its armwrestling, hide and sneak, political debate or any contest. If your PC's enter into such a situation without a distinct advantage then the likelihood will be a long drawn-out affair. The system therefore encourages players to establish an advantage over your opponent through augments before your start. If Big John needs to hide form the Guard then he better tap into his Darkness Rune first.
  11. I'd imagine there would be a whole sub-cult devoted to conception, pregnancy and labour. Gloranthan magic would make the whole process safer but as adventuring is inherently risky how much 'confinement' would be an important consideration plus neonatal care and breastfeeding. We just had a women in gaming month so I'd be interested in women gamers point of view?
  12. Now Jason when the mob comes wielding pitchforks and burning torches you'll not get away so easily 😉 PS. I'm enjoying just reading the book
  13. Just opened it using Apple's Preview - Characteristics only display first numeral so it looks like your character as 1 in each, same with elemental runes. And the Skill mods don't auto generate. But this is likely a Preview issue as its not known for playing nice. If I open the PDF in Safari it all works.
  14. Just dive in, so what if you miss some things or play it 'wrong' for a bit. I've been exploring Glorantha on and off for twenty years and still have lightbulb moments. Organise a game with your players and explore it
  15. I've always had best success when almost everything is mundane, the unseen but whispered at horror can be far more unsettling, For example, if every session has the investigators killing cold ones or defeating mad wizards then a book made from human skin is not even noteworthy - but when things seem normal the realisation of what such a book means becomes eerie and disturbed. So what ever you play establish the baseline of normalcy then slowly turn up the heat.
  16. just to add to the very good suggestions above, in many cultures some women had the duty of preparing the dead for funerals but due to their association wth the dead were often shunned by the community. but this was a skill that had to be learned and the rites passed down. Perhaps she's an apprentice embalmer. There are also keeners, professional women who would wail and cry at funerals, so your character could be a travelling to learn songs for the dead and earn some coin at funerals. a young follower need not necessarily be barren, she just has to wait a few decades before becoming a full priestess
  17. the shifting rooms is a fun hook, perhaps it is not random but a way to trace out a non-euclydan rune by passing though the rooms in a certain order - clues to the order are perhaps in hidden noted in the library. The PC could have fun (while slowing losing SAN) jumping about the house The main theme of CoC is the investigators futile attempt to stop the bad guys, The players should want to stop the sacrifice, particularly if its the innocent Miss Hazelwood or one of the investigators (although I'd avoid the later as any the players of a captive PC may find themselves out of the action for too long). So the classic CoC finale would be; reduce the damsel, stop the unholy ritual, defeat the cultists and save the world while avoiding insanity injury or death. As this is a one shot you could have the PC succeed but becoming trapped like ghosts in the house for ever with a possible sequel with a new bunch who come later to investigate a hunted mansion...
  18. Make all those things 12 year olds are great at crucial at solving the mystery - or even something that only kids can see
  19. perhaps its a stew of potherbs like kale, cabbage, collard greens, spinach etc. little if no meat
  20. Current thoughts on Dragonewts is a theory accepted by most as truth, but like all theories is open to challenge once more data is collected I'm sure Glorantha has it's dragonewt deniers along with the round earthers
  21. I think a lot of this could easily be resolved with a couple of solid examples of play - either by video or text.
  22. As a GM there are few thing less satisfying than watching thieves become merchants after telling a bunch of PC's after a hard won fight that the 'treasure' amounts to sacks of grain, bolts of silk or some other bulky trade items, ah the gaming potential.
  23. If you parry with both weapons in lieu of any attacks then both parries are at full potential, only subsequent parries suffer the penalty - this is how I'd play it...
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