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Psullie

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Everything posted by Psullie

  1. Another great tip is to add macros to the Characters and display them as Token Actions. That way when you click on the icon key buttons appear in the same way as the GM buttons but at then top of the screen
  2. This action in your macro will allow you to add a Fumble button: &{template:RQG-Fumble} {{roll=[[1d100]]}}
  3. Yes but hopefully a tad sooner... 😀
  4. I'd rule that its one set of attacks - for creatures that could mean multiple attacks. In the example above the ghoul would attack three times once it caught up with poor Wentworth. I'd rule the same for investigator that wanted to use multiple shots etc as their single attack action as per the usual combat rules - basically whatever is allowed with your typical action.
  5. perhaps a search for 'sea monk' may turn up some public domain images: https://en.wikipedia.org/wiki/Sea_monk
  6. I think giving ESEO basic trade talk would be fine. as the GM you could have some fun with mixing up words etc, Man Friday meets Yoda
  7. Does he not drain them from the Necklace, which has 40MP I'd use his Zorak Zoran Passion rating as the artefact is dedicated to the Troll god
  8. I found that running the Solo scenarios, Alone Against the Dark etc, where the Keeper reads aloud the passages for the investigator is a great way to introduce the game - fun too for the Keeper as they don't know what's happening either.
  9. From the Bestiary: "Dwarfs are stocky humanoids from 60–140 centimeters tall and from 10–75 kilograms in weight. Average size is 45 kilograms in weight and 115 centimeters tall. Dwarf facial features are rather grotesque to humans but are not hideous or repulsive. Many, but not all, dwarfs are bearded. Dwarfs have disproportionately short limbs, and many are hunchbacked or otherwise distorted. These seeming deformities, far from hindering them, seem to make them better-suited to their cramped burrows and heavy labor. Their gnarled bodies have massive bones and are stout with twisted muscle. Pound for pound, dwarfs are the strongest and toughest of the Elder Races." So they are organic (and eagerly sought after by Trolls). Their chase is what they do, not what they are made from. Iron Dwarfs are blacksmiths and artificers.
  10. Rune Point economics requires a bit of forethought for the GM. Too often players will happily drop 3-4 RP to summon a spirit to do the fighting if they know that they can get them back by the next game. As a GM consider how and when PC's can replenish their RP, and plot your games accordingly. Personally I feel that it is fair to have the extra cost to control, the PC's are after-all starting characters, so the ability to both summon and control powerful spirits should be limited.
  11. Well, as it happens I didn't even need to send the email, about 20mins after purchase of the pdf the coupon landed in my inbox! Awesome service!
  12. Many thanks to you both. Yep, fumbled my 'use Internet' skill last night! Always a great response from Dustin
  13. Not sure where to post this question. I know that buying a PDF before the hardback comes out, you get the coupon for a discount on the physical price. Does that work when the hardback is already available? I'm tempted to pick up an existing book, I may get the hardback later, but for now I just want the PDF. Does that give me the option to buy the book with a discount later? Ta.
  14. What sheet are you using, I just tested the Black one and the skills you mentioned all result as expected.
  15. I use Inkscape, Gimp and my personal fav Krita for all my art work. All open source. Each takes a bit of learning but over the years I've built up a personal library of public domain texture and assets. Here are some details of the maps I created for Remembering Caroman:
  16. Or his spirit hasn't been bound to an artefact or otherwise trapped someplace...
  17. I hear of a vile class of spirit called Lyssa that preys on bats, dogs and other mammals leading to madness and death. It can sometimes attack humans causing a fear of water quickly followed by death.
  18. believing something does not automatically result in acting on that belief if what is preventing someone from a specific course of action is believing one thing, then the lie spell would be the catalyst for action. Used with out context would likely just cause doubt or confusion
  19. 1. Layout or Design are perfectly good alternatives. I go with Cartography for maps 2. Covers are generally are not included, but everything else sure. 3. Everyone will see the blurb so don't give too much away, just enough to hook a Keeper into buying. On DTRPG you can specify how many pages are previewed. But that's me and others will have different ideas.
  20. Page 192 states that any combination that results is SR 0 is treated as SR 1. No matter how dextrous, big or ready you are you can't go faster than SR 1. These are not absolute timings but order of action, if you are first you are first. When SR's are the same defer to DEX, if DEX is the same then both action occur simultaneously. Rune spells, unless boosted go off on SR 1, but is possible for someone with higher DEX to get the attack in first and disrupt a Rune spell. P194 does say that while most spells require 1 hand free, casting some spells in combat is permitted without the 5 point penalty as long as one hand is free. It is up to games master to make the call re missile weapons bing two handed etc. It also costs 5 SR to ready a new spell. So the elf casting Speedart (allowing for two-handed use) on SR 1, then casts Firearrow (2 MP) (which is incompatible with speedart) on SR 7 (1+5+(2-1)) and looses arrow also on SR 7, then another arrow on 12. The smarter choice is to cast Speedart several times before combat as the missiles are primed for 2 minutes, then just grab and go: SR 1, SR 6 & SR 11. And with a DEX of 19+ you'd likely get your first attack in before any Rune magic.
  21. The temple sizes provided on p284 would give you a good indication. For example a village would only have about 1-3 sites (not shrines), a larger village may have a shrine if there is a dominant cult. Shared facilities would be common in most areas.
  22. It a bit like HeroQuest, a general skill with breakout specialisations? I agree that the current Lore structure is poorly considered, but then it is not a focus of the game. Yet, the distinction between Magic (Sorcery) and Lore were blurred at the best of times in ancient cultures, so why not Glorantha. Basic stuff should be common knowledge, expertise should be rare - with a lot of miss-information and conjecture in between. First off, I think there should be more Lore bonuses in Char Gen, for example why don't framers get Animal, Plant and Celestial lore - three areas that dominated ancient agriculture. Same goes for Elder Race Lore, Trolls are common in Dragon pass, so most people would have some understanding of their culture. At least in the 15-30% range Rather than fill the character sheet with skills, a basic Know stuff skill (ala CoC) works here which could then be augmented by specialisations or applied as a bonus. The GM should then apply modifiers based on the ubiquity of the subject.
  23. The Bestiary clearly states that Shadowcats are Lynx sized withs a 1D6 SIZ. Sure a semi-divine version could be bigger but that is not, imo, in keeping with the nature of Yinkin. The Rune creature is supposed to embody the nature of the God. Odayla is big and bearish, Yinkin is lithe, swift and astute. So to transform, the key attributes one would gain are speed, agility, sight and smell. A Yinkin priest should therefore be looking for those attributes, not size.
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