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About DrDave

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    GURPS occasional playtester and long-time GM. Play in a long time RQ game.
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    Northern California

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  1. You might mention, just for clarity, that everything after the first four paragraphs is an example of a Theyalan sacred time. Right? (Since I don't think the Yelmi activities are based on the idea that the light bringers are the saviors of the world. IIRC, they Yelmi view is that Yelm resurrected himself and only summoned Orlanth to the Hell to give obeisance as a part of it.
  2. DrDave

    Lunar Turncoats

    Sort of feels like if I name it Harrek, he will materialize out of thin air to object 🙂 Was thinking of Argrath so the female character can say "When Argrath gets out of line, I just give him a little whack with my crop and he behaves!" Might get reactions though.
  3. The title says it all. A character has been off helping another clan (in another tribe to boot) at the behest of their clan. Sacred Time comes up. How important is it for that character to get back to their tribe for sacred time?
  4. DrDave

    Lunar Turncoats

    My character just got an "ex-Lunar" horse. Need a name. What are some heroes, etc. who switched sides away from the Lunar Empire?
  5. I started thinking about this when I was wondering how many female Humakti there are. How unusual is Nameless? But you could ask that about other cults. How many male Challana Arroy? Presumably almost no male Dendara.
  6. Where is the Orleving clan seat? I understand they are lead by a Ernaldan? That would seem to indicate the Greenstone temple?
  7. One person my groups has argued.... "As written, if a character has Sword Trance and he pumps it with 10 magic points opponents are toast. If he adds in Truesword, he is 300%! I think the best solution is to change it and make it like Arrow Trance in the Bestiary. I think I'd want to make it two point, and add 50% instead of doubling. Still a great spell, too powerful for one point.
  8. What do you think are strongest ones?
  9. So most people read it as a bonus to attack skills?
  10. So you end up with a split skill with two different values for attack and parry? For starting characters, does this get lost if it would push your value over 100%
  11. So a new character gets the +10% to attack with cult weapons. I assume that is a bonus when you roll an attack, not a 10% rise in skill. (Especially since a rise in skill would cover parries, which this gift doesn't.)
  12. Are there rules for coming up with new characters for existing games in RQG
  13. Is the the place to post questions about RQG? So what are the usual rolls for a shaman to get spirit magic? The rules just say it takes a day. Is it automatic? Do you have to make any rolls?
  14. This is in RQG if that is unclear?
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