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gochie

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Everything posted by gochie

  1. Honestly in RQ3 we had so little opportunities to raise our POW, and our GM loved throwing spirits and whatever resistance rolls at us, that we very rarely used Divine Magic. We also had maybe 2 or 3 spirit magic points and that we used mostly for heals and light. Magic was mostly used by enemies and NPCs.
  2. We use rules to boost our rolls of course, like we reroll 1s, and one switch for stats that have the same dice (Aka switch STR with CHA).
  3. But why not? If spirits can becomes "gods", what's so different about people? Why can a Shaman start a spirit cult, where regular initiates can sacrifice POW to a spirit, but there is no way to start a cult for living beings? You can attune to objects, and you can "share" your POW to create enchantments that someone else cast... But you don't have enough control over your POW to give it to someone? Doesn't seem logical to me. How did Nyssalor or any other living god get worshipped when they were alive?
  4. Here's a good question, and I'm not sure rules exist for this... Are there mechanics that enable a player to become a "god". By that I mean some sort of demi-God that has minions sacrifice POW to him/her. It happened to one of my characters many years ago, when my earth elementalist (mage) convinced a group of little goblin creatures to sacrifice POW to him. Let's just say he was suddenly pretty strong at 30-something POW. If such mechanics don't exist, I would love to hear what you guys think a house rule would look like... Is he restricted to 21 POW (as a human) or can he get in the 100s or 1000s? Would he be able to offer spells, or perhaps only protection? Would the player be exiled from his existing cult(s) when he becomes a "god"? So many interesting possibilities...
  5. Honestly, I had a discussion about this with my GM (who happens to be my dad, lol). We were reviewing RQG rules and comparing them to our RQ3 ones (with many house rules). One of the RQG cults he didn't particularly like is Black Fang, with only 3 special spells and very limited common spells, and a pretty boring backstory (so far), he doesn't seem like a good pick for anyone. I argued that if you add stuff that is only accessible to initiates of the cult, like unique poisons, special tools (poison-proof "gas mask", climbing claws?, etc.) and skills (garrotte?), it could make the cult much for interesting and useful, even if it was weak in the spells department. I don't know that he's convinced, but we're also waiting for the full cult description to come out in GOG before making any permanent changes.
  6. Depends on your rolled stats... My Orlanthi/Humakti with 18 STR, CON, and SIZ, and 16 DEX is special for sure 😊.
  7. I always draw my characters too, but that area is preeeetty small for a drawing (in my opinion), and the block tracker for armour details would be pretty cluttered with HP and AP slapped on top. I could add a 3rd page with the appropriate border and a large "Background section" and half a page for a drawing though...
  8. I used Photoshop... And I have very little knowledge of the software - basically learn as I go. As for spirit damage, that's not a bad place to put it at all, but I figured you would need to look at your spirit combat skills anyways, so might as well put it all on the same page.
  9. Not a bad idea, might add a box on the "current" line.
  10. Yeah I added those because my GM is a wildcard and he will likely incorporate some of those runes at some point in play (and who knows if they're added in heroquest supplements). It's also nice as a reference for newer players that don't know the different runes.
  11. Hi guys, Just wanted to let you know that I uploaded my character sheets (p.1 and 2) for Human, Elf, and Troll races in the Download section. These 2 pages should be sufficient for players who prefer to write their own backgrounds/biographies. Here are most of the changes from Chaosium's sheet: Removed weapon category skills (only kept "natural weapons"), moved equipment to the first page, moved Rune Affinities and Passions to 2nd page, added 8 rune affinities (Chaos, Plant, Law, etc.) added "Original", "Current", and "Species Max" characteristic lines, added armor type/ENC/SIZ per location lines, added a move speed line, added blank lines (at least one) to most skill categories, including weapons and Sorcerous Magic, divided the long lines in equipment and spells sections, moved Mount/Ally section to 2nd page (from 3rd), added a "Race" line (replacing "Ransom", which was removed), added race-specific color and pretty pictures to the frame, and probably other minor things I forgot about. Enjoy!
  12. Version 1.0.0

    53 downloads

    These are my edited first two pages of Chaosium's troll Character Sheet for RuneQuest: Glorantha (RQG). These two pages should be sufficient for players who prefer to write their own backgrounds/biographies. I kept the overall look of the original sheet while shuffling things around and adding some things I thought were missing: Removed weapon category skills (only kept "natural weapons"), moved equipment to the first page, moved Rune Affinities and Passions to 2nd page, added 8 rune affinities (Chaos, Plant, Law, etc.) added "Original", "Current", and "Species Max" characteristic lines, added armor type/ENC/SIZ per location lines, added a move speed line, added blank lines (at least one) to most skill categories, including weapons and Sorcerous Magic, divided the long lines in equipment and spells sections, moved Mount/Ally section to 2nd page (from 3rd), added a "Race" line (replacing "Ransom", which was removed), added race-specific color and pretty pictures to the frame, and probably other minor things I forgot about.
  13. Version 1.0.0

    51 downloads

    These are my edited first two pages of Chaosium's elf Character Sheet for RuneQuest: Glorantha (RQG). These two pages should be sufficient for players who prefer to write their own backgrounds/biographies. I kept the overall look of the original sheet while shuffling things around and adding some things I thought were missing: Removed weapon category skills (only kept "natural weapons"), moved equipment to the first page, moved Rune Affinities and Passions to 2nd page, added 8 rune affinities (Chaos, Plant, Law, etc.) added "Original", "Current", and "Species Max" characteristic lines, added armor type/ENC/SIZ per location lines, added a move speed line, added blank lines (at least one) to most skill categories, including weapons and Sorcerous Magic, divided the long lines in equipment and spells sections, moved Mount/Ally section to 2nd page (from 3rd), added a "Race" line (replacing "Ransom", which was removed), added race-specific color and pretty pictures to the frame, and probably other minor things I forgot about.
  14. I'm not sure how you understood "balance" as "make everyone the same". I also don't just mean combat. You can give some cults many tools that are extremely useful for adventuring in other ways, and these tools could set apart some war gods, even if they did happen to have similar combative magic.
  15. I think it's important to note that RQ is not balanced at all, and I don't think it's meant to be. It's not a PvP game where all access to spells, skills, gifts/gases, etc. have to be balanced. Now, having said that, I also think it would be more fun if they were balanced, and there would be more diversity in player choices. I think when the Gods book comes out I might work on balancing the power/utility of each cult with my GM.
  16. I actually changed it to add a 'species max' line, and put 'race' in a better spot (removed 'Ransom' to make it fit, as I don't think it should even be a thing)... I'm also adding fancy coloring and pictures instead of the blueish stone mask/animal carving. Also made a troll and elf version with appropriate colors and images. I'll probably make a new post when I upload them.
  17. Yeah, I feel I might stick with first aid just stopping bleeding.
  18. gochie

    Species Max

    I'm saying the rule is obvious if you look at humans... Unless of course, they implemented completely different rules for other species, which would be odd.
  19. gochie

    Species Max

    Just figure all human stats cap at 21... Even INT and SIZ. So it's not max + min.
  20. Strange that there are so many variants... I think we always played with #1, where the spirit takes covert possession (and healing spirits could kick them out). The attack was a spirit combat, and if the player lost he rolled his affected stat VS the disease POT. Every loss for those rolls brought the disease up one level.
  21. gochie

    Species Max

    The way I understood it, you would count the +3, +6, etc. as a whole die, and you add that on top of the max possible roll. So with your examples it would be 17, 25, 28.
  22. I'm not sure yet, but I think we might house rule to go back to 5 minutes. Using light and lantern as a torch replacement was painful enough when it was 5 minutes, 2 is just useless.
  23. I like it, but "balance wise" he's really OP. He's got every single tool you would want from a thief god, and the skills of an assassin. It's like a trickster visited every good shrine and got all the good spells. My assassin would gladly trade Black Fang for this guy!
  24. Basically, the slipcase set is to play RuneQuest, with the rules and mechanics necessary to play the game. The Glorantha stuff (sourcebook and guide) describe the setting of the World of Glorantha (lore, history, geography, gods, etc.), and doesn't necessarily need to be used for Runequest specifically, as it doesn't mention game rules and mechanics. They're valuable for any games set in Glorantha.
  25. Runequest is made for adults, with adult themes. It also tries to be realistic (with lots of magic slapped on top). We play that broos rape everything that walks, including our characters. Almost every trolkin in the game is a slave. Morocanth herd humans (if you want to argue that these humans are animals, look at their divine spells and tell me they don't lobotomize and use some perfectly normal humans). Torture is very real and common in both Glorantha and the real World (hell, even our present-day 1st world countries). Ogres are basically cannibals. Orcs sacrifice humans and other sentient creatures to their god... Etc. Etc. Etc. Basically, there are many bronze-age cultures in the game, and much like in real life, horrible things are quite prominent - slavery included. I would even go as far as saying it's not nearly the worst thing in this game universe. If you want a realistic game, you include realistic features, and unfortunately, these horrible things are very real.
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