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drablak

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Everything posted by drablak

  1. Version 1.0.0

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    This is a one-page character sheet for Nathem. It doesn't have all his skills, those would go onto the reverse where skills, equipment and family history will be. It's designed so that the most common things are on the front to limit page turning.
  2. You use the unarmed attacks (p.208), don't forget the Damage Bonus. I'd use a club for an improvised weapon (stool leg) or 1D4 for something like a clay bowl (one shot only!), perhaps 1D8 for a amphora? Edit: Ultor beat me to it!
  3. What we have now is sorcery rules for the humans of the Dragon Pass area. It may be that sorcery in the west is different, with spells of their own, based on different principles and/or other limitations, and perhaps the Brithini (or whatever) start with 3d6+6 INT instead of 2D6+6.
  4. We are a very particular bunch.
  5. First off, I'm in the same boat as you are (so any advice I give you is equivalent to the blind leading the blind! ). If you have not picked up the GM Screen Pack, you should, it's literally packed with good stuff, especially if you plan on running things in Sartar. I'm hesitating at the moment, but I may be using the Eleven Lights campaign (it's from HQG) as a base. It's set from 1618 to 1625 (where RQG normally starts at, but it seems to be really cool. I'm waiting for the books to arrive to make my mind on it. Otherwise the GM Screen pack has 3 adventures to get your players started. @hkokko Which Griffin Mountain is the latest? There are two of them at Chaosium (SKU ISS1606-PDF and CHA4013-PDF).
  6. You seem to be looking for our blessing to houserule free INT away. You have it. If it doesn't make sense to you, don't use it, it's your game. Jeff has given you a rational for it ("possession of spirit magic (a fundamentally irrational form of magic) impedes one's ability to reduce the world to essential abstractions which are then logical manipulated"), and a game balance reason (it's a compromise if you want both sorcery and spirit magic). It's totally ok if you're not buying any of it, just rule it differently in your game. If you want a group of scholars with no henchmen to be able to walk around in dangerous country, make it so. If you want our opinion on an alternative rule, propose something and we'll discuss it gladly.
  7. Or simply be part of a group of adventurers with someone who has healing.
  8. What Jeff said is that it's a compromise that you have to make and that different types of sorcerers will make different choices. The one in his tower might prefer more free INT, while the wandering one might prefer to have Spirit Magic healing (and less free INT). Having to make compromises is a good thing IMO, and the intelligent sorcerer will make appropriate choices.
  9. Thank you Martin! I can't say enough how impressed I am with this book, and how I wish I could buy it. I hope it gets published.
  10. Is there a drawing with the actual swords of Genertala? I'd like to find a page with (all the swords, really) but especially the Kopis, the Rhomphaia, and the Sickle-sword. Or perhaps I missed it?
  11. The Atlatl mentions that using it "... makes a javelin slower to use ..." but the Atlatl has the same SR as the javelin. So there is no real downside? Atlatl with javelin does 1D10+1D6 damage and 30 range and a SR of 1/MR?
  12. If you read the statement to the end you'll see that they will soon announce a new French editor. Garde confiance!
  13. Yes thanks, I've researched a bit and this (and the companion "The Coming Storm") seem very good. I like the concept of starting in 1618 and adventuring to RQG's starting point of 1625. It will also help me understand the recent history better. It's on its way to me for Christmas...
  14. @Pentallion thanks for the feedback, I will certainly look into it. I see it is for HQ, is It hard to translate into RQG?
  15. Not in the latest Bestiary. Tom, Dick and Harry each have two arms, and a right and a left claw attack each.
  16. I think that @metcalph knows what Cwm looks like. I think he was pointing out that the description of the event in the Sourcebook doesn't really seem to refer to it. "Two arms, and an extra one" doesn't seem to do justice to Cwm 😛
  17. Totally agree. These and the new RuneQuest core book are gorgeous and really add to the immersion in their respective subject matter.
  18. Thank you @Gollum for the welcome and the link to the videos by Paul Fricker! I'm just now coming back from my local gaming store with the Keeper rulebook and screen and the investigator handbook. The videos from Paul Fricker and also those by Mike and Lynne on Mask are all very good. I'm looking forward to running CoC games.
  19. @dracopticon (and others) if you want a detailed price list for Hârn let me know, I made one years ago.
  20. When did that happen? Sometime in Sea Season?
  21. In the RAW it states that in such situations that knowing the result of the roll is problematic for the player, the GM should roll, Listen is the example given, but they mention also Lore skills where a fumble might give wrong information:
  22. Thanks for the answer! And if you're a newbie, then I need to find another adjective for my ineptitude!
  23. Sorry for the newbie question but what's a Vadeli? I searched the material I have and found only two references (in the sourcebook): "Vadeli sailors" that can be sighted in Nochet (p.33) and as adherents of Malkion (p.86).
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