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PhilHibbs

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Everything posted by PhilHibbs

  1. What is "the Conflict Phase" in the Short LBQ, in the context of Kallyr's 1625 attempt? Is it Day 5, The Obsidian Palace? Day 8, Three Challenges? Day 11, The Proof? KoS Revised, p143-146. I can't find anything relating to "when normally a polluted icon is destroyed".
  2. The cut that makes the target both dead and alive at the same time? Definitely not a Humakti thing to do!
  3. I tested the link, and it works when not logged in. However:
  4. Thanks! So, looking at other resources, looks like it's north of Greydog on the way to Runegate, near Sword Vale and Sword River. Makes sense! 3 or 4 days travel from Clearwine, or is that too optimistic?
  5. Does anyone know where Six Stones, "in Lismelder lands near the Colymar border" is, the nearest Humakt temple to Colymar lands (GM Adventures p14)? Inquiring Hu(ey)makti player wants to know!
  6. Know your enemy, that's what this thread is for. GMs, know what your munchkins will do. Munchkins, prepare for the GM's slap-downs.
  7. http://www.100megspop2.com/ulrich12/RPG/The Munchkin Netbook.txt Favorite World/Setting: *Real Men* play in Sanctuary *Real Roleplayers* play in Glorantha *Loonies* play in Southern California *Munchkins* play wherever has the most magic items
  8. Not entirely sure where "munchkin" comes historically from but it refers to someone who is all about what they can get for their character in terms of loot, skill, and pluses. It's what the Steve Jackson "Munchkin" game is all about. I should point out that I usually don't play a munchkin, but dabbling in munchkinnery can be fun from time to time. The fact that you may find that my RQG characters just happen to have quite a few stats at 13 is total coincidence.
  9. That's definitely an omission, Chalana Arroy never taught Sleep to non CA cultists.
  10. Ooh, I would have thought that those points would be limited to 18... does it really not say that?
  11. I know it's an "appeal to authority" but Jeff agrees. So it's really just an omission.
  12. Implicitly, pretty much the dictionary definition of implicit.
  13. There's no such thing - so far - in RQG for sorcery, only for spirit and rune.
  14. I wouldn't allow ticks for anything rolled under a Logician bonus.
  15. The world has many more "balancing" factors than just how a few spells operate. And, from time to time, some cultures HAVE trounced the world. The actions of a few Heortling heroes recently wiped out most of the magical and mundane Lunar forces in Sartar, where is the balance in that? I love RuneQuest and Glorantha largely for the lack of balance. It's bedlam out there, and it's exhilarating.
  16. And it stacks rather nicely with Bladesharp and Strength.
  17. I think it is, especially if you gift the sword to do double damage, you do not want to break that thing. Combined with the "finely made weapon" +1HP that gets a broadsword to 20, so it can take a 60HP critical before it breaks completely. The problem with Sword Trance Extension is, I fully expect most GMs to rule that it rather gets in the way of doing anything that isn't sword-related. Although it doesn't say so, it is a trance.
  18. Temple wyters and associate cults Should a temple just have one wyter that runs the defenses for the whole temple, including access to spells that the associate provides at that temple? Or, should each associate cult that has a shrine in the temple have its own wyter, and should that wyter have access to the full gamut of the cult's spells on top of the one spell that the shrine teaches? I think the latter is probably better, because that way the wyter can have high ratings in the cult's runes and so a good chance of casting, but a smaller Rune Point pool. Or, you give the all-in-one wyter separate Rune Point pools for the associate cults that it encompasses.
  19. I should have quoted the relevant section at the start of the thread. Hm. Sorcery for temple defenses... interesting. Wyters have MP, so I guess there's no reason why they can't use that to cast sorcery spells, so I guess LM wyters should get sorcery techniques and spell percentages. That would need a little more stat preparation than straight Rune Point wyters. Regular wyters get some Rune ratings to cast their spells with in the writeups that we've seen. *Edit* Although, the Bestiary says this on page 174: So... they don't really need those Rune ratings or Rune Point pool that, for example, the Black Spear clan wyter has on page 14 of the Gamemaster Adventures book.
  20. Clearly great minds think alike. p284: p288:
  21. What spells could temple defenses (p284, 288) be used for? A temple to Chalana Arroy, for example, I imagine would pretty much only use Harmony to prevent fighting. Babeester Gor gets Shield and Earth Shield, I suppose the wyter could cast that on defenders. Eiritha's wyter could summon Earth Elementals. Issaries, though? Lhankor Mhy? What spells do you think the temple wyter would muster in its defence? I suppose a fallback for just about any deity would be to throw Heal Wound spells at the defenders. Then there's associate cults that have shrines in a temple, so the wyter may have access to associate cult spells, but should that be only the spells that the associate grants to the main cult?
  22. ...until you've taken 5 points off it, at which point it is destroyed.
  23. If a character goes up against the Bad Man, and they break off before the 1D6 roll of rounds is reached, am I right in thinking that the taboos and abilities accumulated are disregarded as they have not become a shaman?
  24. The way you have played it has always been the way the rules were written. You don't get a POW check for resisting spells, and never did in any Chaosium edition.
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