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gochie

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Everything posted by gochie

  1. We played a number of assassin types over time in RQ3... An elf makes a decent assassin with Camouflage, silence sphere, chameleon and reflection, and cult skills like hide, sneak, and climb. We house-ruled that Black Fang gave poisons and a poison-proof mask to initiates, and they used hidden hand blades (à la Assassins Creed). I actually played a Black Fang assassin who killed the rest of our party in their sleep with her poisons after they had all attuned to an orb that gave them insane chaos features/powers (her current mission was to kill chaos creatures for bounty). Eurmal is great (especially if he visits new shrines), with illusions, Strike, invisibility, hallucination, and whatever other weird spells he can use. Yinkin/Orlanth has so many tools he can be good at anything. Especially with spells like flight and leap, plus teleportation/guided teleportation from Mastakos, he can get in and out of pretty much any situation. Similarly to an elf, a hunter could make a good ranged assassin, with a good sneak, hide and track, and spells like sureshot and multimissile. Maybe a combination of Uleria and some other god could use its seductive powers to get close. We also played with ninjas, orcs (small and sneaky, but super strong, and with sorcery spells), and others I'm sure.
  2. The "current" and "original" is actually taken directly from the RQ3 sheet. It's extremely useful for stuff that alters your stats temporarily (disease, magic buffs/debuffs, etc.). It also always reminds you of what your stats were when you started, so you can see how far you've come when your character is at 21 POW with 10 rune points 😁. Personally, I think max stats are easy enough to figure out and are rarely achieved, so I don't really think they have to be listed.
  3. Version 1.1

    177 downloads

    These are my edited first two pages of Chaosium's human 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" and "Current" characteristic lines, added armor type/ENC/SIZ per location lines and 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), and probably other minor things I forgot about.
  4. Cults and Gamemaster's/sorcery books are top imo. Anything to do with character creation is the most important part of RQ, it's what makes the players get invested in their characters and love the game. Also, our GM is amazing and doesn't really need scenario material as he makes up his own adventures by mixing a bunch of different ones from various games... Probably from fear of us having read some of them.
  5. No offense to the Chaosium peeps, but I edited the character sheet (the 2 first pages) significantly. Some things were missing imo, and the only part I kept from the weapons skills is the natural weapons category, since it really makes no sense to have weapon categories as skills. I added some blank lines to every skill category, including weapons and spells, and managed to fit the companion/animal/spirit stats onto the 2nd page (We probably won't really use page 3 & 4). I don't know if it's allowed, but I could possibly share it with you guys if you're interested.
  6. I think all of those God's would be excellent. More Shaman references would be great, and I would love to see how Subere looks compares to all the house rules out there. Edit: Will there be an Arkat cult coming out at some point?
  7. This is a really good question that I've clearly never put enough thought into. I always thought of second sight as letting you see "souls" (POW) in the real World, but not the spirit world. But then, I know a shaman's fetch is in the spirit world, and his second sight is due to looking through his fetch's eyes... Maybe the fetch simply shares his "glasses" with he shaman, and let's him see the world the same way the fetch sees the spirit world?
  8. I agree that regular wood wouldn't work with such a Spear, but of course in Glorantha you could find some magical material (dragon bone?) or spell to make it work.
  9. That helps with the reasoning/realism of it, but it still remains very unforgiving in my opinion. Especially with armoring enchantment being seemingly MIA in RQG...
  10. I find the version where crits automatically take out weapon HP a bit too unforgiving. A dagger attack (with a normal STR modifier) could destroy a Broadsword in one hit? There goes all your sword enchantments... I understood the rules as: normal hits above weapon HP deal 1 damage to the weapon/shield, special hits deals all damage over the weapon's HP directly to the weapon, and critical hits doubles this damage (note that it will likely deal more damage by just being a crit). I feel like this makes more sense anyways, as it won't let short swords destroy an enchanted iron Broadsword in a single hit.
  11. The way I read the RQG rules was that a single hit dealing 1x Location damage (0hp) disables it, 2x damage maims it badly and stops all further damage from this attack to both the locating and total hp, and 3x chops it off/through but only deals 2x damage to limb and total hp. After 2x damage, further hits to that location deal damage to general hp, but that location cannot receive anymore damage I personally find this rule very strange and clunky... It seems impossible to cut off a limb by hitting it repeatedly with weaker strikes. It's also a bit much to have x1, x2 and x3 limb damage rules, and why would you receive further damage if your limb does not? I know this is house rules, but playing RQ3 we didn't completely limit Gen hit point damage (or did 3x limb damage). At 0hp the limb was unusable, and double negative chopped off the limb. Further damage from the strike hit a nearby limb, thus possibly causing more damage (after deducting armor of the second hit location). This created very memorable battles where both arms could be chopped off at once, or that time a greatsword-wielding great troll chopped our primitive hunter from right clavicle to left hip (chest+abdomen) in one clean (critical) hit.
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