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PhilHibbs

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Everything posted by PhilHibbs

  1. Everyone runs out of rune points eventually, and with everyone having reusable rune magic nowadays this is now more or less the same for everyone.
  2. Big Rubble p.13: Seems pretty clear to me. p.14: If it's only "the great majority", then there must be a few non-famales. But this is straying a little from the topic... as I've said before I don't think the cult writeup is suitable for unicorns. I'd certainly draw the line at a unicorn becoming a Unicorn Rider.
  3. Depends how you define "agency" - yes the priest's time is spoken for in a general sense, but day to day the priest decides how to allocate quite a bit of that time. If a town or village priest decides that it is their cult duty to lead a band of heroes to slay a giant demonic boar that has terrorised the hills for decades, then that's entirely reasonable. So in the case of the wyter, I'd interpret the question of "within the bounds of serving the community, can the wyter decide how to do that in a day to day sense, or is their every action more or less directed in detail by their priest". There's a lot of scope for variation within that.
  4. The other possibility is that the magical part of the matrix is in the spirit world, and the thief has a worthless trinket. But that leads to the question of what happens when the shaman returns to his body with the spiritual matrix component... where does the magic go? Does it teleport to the stolen matrix and reactivate it? Does it hang around in the spirit world, unusable, until in the middle world until the physical component is restored to it? Does the magic disappear and need to be re-cast into it? David's answer is probably the simplest from this point of view, but not the only one available. And since @Scotty has not given an authoritative opinion, @David Scott's is merely a fan conjecture.
  5. My take is that the cult writeups that we have are largely for humans, or humanoids who live in societies with individual responsibilities to the collective and all that goes with it. There was another thread that touched on this recently, about awakened companion animals like alynx and bears and such. Opinions there varied, but this was my opinion. If awakened companion animals do join cults, I think that the nature of that cult, or at least the relationship of an awakened animal with the cult, will be very different from a civilized human.
  6. With the "standard" cadence of one adventure per season, and six weeks or so of occupation in between, you get occupational skill increases. I forget the details. If instead of an occupation you are travelling through foreign lands then I'd write up a "traveller" occupation to use instead of the adventurer's regular occupation so you can pick homeland lore, culture, language, etc. skills to get increases in.
  7. v1.10.1 Alpha 8: https://docs.google.com/spreadsheets/d/1auJ5kYULlf_iZi4WG-B7_cNjEcNcmslWGaSFaQV1WN8 Added all the core runes to the CharGen tab. When changing race to one with a different opposing Man Rune, the two rune names get swapped (but at present it doesn't swap any numbers apart from automatic cultural bonuses, because you really should do that before creating the character).
  8. To me, that's just an artefact of translation into English.
  9. Oh if you insist, we've come this far... Go on then, make a hit location chart for THAT.
  10. So a Flamingo Queen ate a Centaur, which hatched into what... this? Come on, this is getting silly now.
  11. Known Issues The "Extra" column in the Runes box is supposed to track experience after character generation. However, this column is after and not included in the opposing runes calculation, so experience in for example Death does not figure in to the Fertility rune calculation as a negative.
  12. I liked Mad Sweeney in American Gods, he had some lovely come-uppance scenes when he lost his luck. Although those weren't really his own tricks backfiring, just perversely bad fortune and potentially the sign of an abusive GM!
  13. They don't just resemble them - the are them. The same individual with the same recognizable facial features.
  14. There was a 2 meter tall giant in my old RQ3 campaign. And I ran an interlude where they all played full size* giants attempting to build a cradle whilst being attacked by dwarves. * By this I mean the rather feeble 12m giants in the RQ3 rules, not real giants.
  15. One of the characters in my game has gained something like 10 POW points, and one has gained two over the same sessions.
  16. Are the two worlds even compatible? Our bodies are not made of runes. Gloranthan bodies are not made of molecules. Glorantha in its purest form is its own thing, standing alone and separate from other fantasy or real realms. So moving between realms is either impossible, or if it were possible you'd die or disintegrate on the way. BORING! That answer sucks. So the question then becomes, what happens when an entity crosses over from one to the other? Some automatic metamagical process would have to intervene in order to translate one to the other. Our body would be recreated in runic form, and anything that we carried with us would be converted into something that can exist in Glorantha. So yes, I think a steel knife would become Gloranthan enchanted iron, and silver would hurt magical creatures. But you could say that it's not the same knife or the same silver, it's been changed. Ask Dr. McCoy if you are still the same person, or if you've been disintegrated and replaced with a copy.
  17. v1.9.10 Beta 9: https://docs.google.com/spreadsheets/d/13cBXwit2gOqsE7FxhcTXebV5sY3kwGQkE7RyIGvQcnk Added all the elder race Lore skills with base 5%. Added in the weapons from the Glorantha Bestiary (hesh, whipstick, klanth, utuma, etc.)
  18. I don't think I am going to do anything about this. I see it like iron or other rune metal items. You might have one with the property and one without, so editing the entry in the Weapons list would not be the right thing to do. The easiest way is just to edit the line on the CharGen sheet: If I do add a feature then I will probably make it prompt for a new name and create a new entry as a duplicate of an existing one.
  19. Or maybe not. Maybe not all magic can be dispelled, maybe not all magic is a spell. But I think this has gone far enough off topic to warrant a separate thread.
  20. This one I wasn't as sure of, but then I remembered the aeolipile from Gods of Glorantha. Setting that aside, anything that the ancient Greeks didn't know about is open for debate and might not be true in Glorantha. But the Mostali have advanced pump and pressure technologies, so it is true. Or, it is true for them. Potentially one of many truths. If they heroquested to discover these things, then someone else might be able to heroquest to discover something else. That would not stop Mostali devices from working, but would enable something that might not be consistent with our understanding of fluid dynamics. Syphon and other reverse rivers could be examples of this.
  21. It's all magic. Some of the magic is so pervasive and consistent that we, and to some extent Gloranthans, don't think of it as such. So essentially you can think of it as not magic, in the same way that macroscopic physics is not quantum mechanics even though it is an inevitable emergent behaviour of it. It is really, if you look hard enough. A powerful enough Dispel Magic should be able to stop "gravity" from working, but it would have to be super huge and super carefully targeted because the magic is so ancient and powerful and subtle. Much easier to use a Fly or Telekinesis or Water Spout spell to locally supersede it. Bring in another behaviour, rather than cancelling a background one.
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