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RQG Glorantha Bestiary Corrections Thread


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Wily spirit from Second Age has only 85% in spirit combat. This is perhaps not very wiley. Players seem to  get automatic 3% per season to 4 skills if they are not ‘active’ or if they are active (or as many 3% per experience roll success Up to 5 per siill per year. This would mean automatic 15% increase in skill per year if they do not use the skill and some other percentage if they use it. Enemies get experience rolls as well and if the spirit has been around for several centuries their skill could be very high. With automatic approach it could be 1500% per century (3% automatic, 5 seasons, hundred years)....

With 3% to 4 skills per season rule one is near one hundred % in a few years. Also with normal experience. 

Somebody with a statistics skills and a calculator can probably calculate where a century of 5 tries a year with for example 10% skills modifier would take a skill. Would it be once you reach 100% - you get a raise every 10th attempt = every second year. Take the 3% -you get to 115% in 10 years, to 130% in 20 years, 250% in 100 years? With 20% skills modifier you get raise on average once a year. You get to 130 in 10 years, 160 in 20 years, 400% in 100 years (100% + 3% times success once a year for 100 years)

20 year man in marble phalanx is also probably very very skilled with 15% a year. 300+% on the main skills. Active rolls would be above 100 and less than 160 depending on what percentge he was at joining the phalanx.

Was there some rule I missed - flipping back and forth on a tablet... 

with long lived opponents (elves, some dwarves, jolanti?, gargoyles, spirits, some giants, dragonewts...) with more than 100 or hundreds of year of life the opponents should be very very deadly in their main skills.

 

 

 

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11 minutes ago, hkokko said:

Wily spirit from Second Age has only 85% in spirit combat. This is perhaps not very wiley. Players seem to  get automatic 3% per season to 4 skills if they are not ‘active’ or if they are active (or as many 3% per experience roll success Up to 5 per siill per year. This would mean automatic 15% increase in skill per year if they do not use the skill and some other percentage if they use it. Enemies get experience rolls as well and if the spirit has been around for several centuries their skill could be very high. With automatic approach it could be 1500% per century (3% automatic, 5 seasons, hundred years)....

I don't think that spirits gain experience in the same way as characters. Being otherworld entities, they are part way from being mortal to being god-like. Should the ghost of a Roman solider encountered in the modern day have 2000 years of experience? Sorry for the off topic post, I don't think this is an errata issue, although I do agree that 85% is a bit low. If a starting character can get 100% in physical combat, I don't see why a wily ancient spirit can't start with well over 100% Spirit Combat, but maybe not 1500% per century.

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6 minutes ago, Eric Christian Berg said:

p.48 It says that Men-and-a-Half "needs no more than a liter of liquid water to survive" but doesn't indicate what the time span is. One liter a week? A lifetime?

Nice catch!
"a week" word was present in original Wyrm's Footnotes #12 article but has been missing since (Borderlands and in the reprint Borderlands & Beyond)!
khUfhDE.jpg

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1 hour ago, hkokko said:

with long lived opponents (elves, some dwarves, jolanti?, gargoyles, spirits, some giants, dragonewts...) with more than 100 or hundreds of year of life the opponents should be very very deadly in their main skills.

Player character adventures are exceptional individuals, and non-player characters do not follow the same rapid advancement as do player characters. The operative word is "adventurer"... it is assumed that most PCs are engaged in actively improving themselves, training, learning, growing in experience, while most non-adventurers are doing their jobs, living day-to-day, etc. 

The same is true of the aging rules. 

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1 hour ago, Jason Durall said:

Player character adventures are exceptional individuals, and non-player characters do not follow the same rapid advancement as do player characters.

This would be different from the way RQ has always been and it even does not feel right. Monsters get experience too....  Same would go for training - why would training be different for person a who is pc and person b who is npc - you lift the same iron, you shoot the same bow, you parry the same trainer..

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p.43 Spelling. Left Column, last line, "Dragon Thought"

"[...] its size and capabilities increasng as the dragonewt gains understanding." - increasing

p.46 Maths. Giants Characteristics

STR (and CON) 3D6 (per 2 meters) +18 Avg. 65

I can't wrap my head around that one. It seems to me that if you add 3D6 per 2 meters for a 9 meters Giant you would get a 12D6+18 STR & CON Avg. 60. Would love some insight.

It's already been mentioned but I'd love some rule on hitting multiple opponents at once for the Giant.
 

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On Page 137 the AP/HP for spiders wasn't given. However, on Page 140 the format is different.  Can this be made compatible?  Also, can you state what the Total HP are for the bear whose hit location HP are given on Page 140. It'll make it easier to recalculate it for different bears.

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3 hours ago, Jason Durall said:

Player character adventures are exceptional individuals, and non-player characters do not follow the same rapid advancement as do player characters. The operative word is "adventurer"... it is assumed that most PCs are engaged in actively improving themselves, training, learning, growing in experience, while most non-adventurers are doing their jobs, living day-to-day, etc. 

Hmm.It says on page 6 of the RQG Bestiary: "

"Creatures that survive initial encounters with adventurers may return later, their skills improved from their experiences. Monsters get experience rolls too!"

The job the NPC's are doing is for example "pacifying the empire with scimitar", "raiding the neighbour clan",  "being an initiate", "being a priest" which basically use the skills...

 

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P. 76: Mistress Race trolls — 

1. “Females have multiple breasts.” Most mammalian species have multiple breasts. Do you mean 4 or 6? More?

2. Aren’t all MR trolls female anyway?

3. “These monsters...” Really? Should they be referred to as “monsters”?

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Crimson Bat - it is mentioned ‘All discorporate or unbound spirits (except fetches, allied spirits, and discorporate individ- uals) which come within the Glowspot are absorbed
instantly by the Bat’ and then it is mentioned 
‘The tongue attacks can grapple spirits and pull them into the Bat’s mouth, unless the spirit overcomes the Bat’s STR with its own (only possible for spirits possessing STR).’

Should the latter be interpreted that discorporate individuals will be pulled into Bat’s mouth. Or would it really mean that fetches and allied spirits will be pulled in as well - tearing  them from the objects or awakened animals...

As elementals are spirits according to bestiary no unbound elementals will exist where bat has visited in 20 km radius according to first rule. All bound elementals can be grappled according to second rule.

The first effect seems to be too powerful - all spirits and free elementals in the surrounding 20km instantly absorbed - no spirit caves, ancestral spirits, free moving other spirits? how would you determine unbound with all the spirit types presented in the rulebook. With a couple of positionings of bat’s glowspot you empty the countryside from Kero Fin to Boldhome of spirits?

Glowspot probably extends only to the surface of the Glorantha so underwater and caves, buildings where the moonlight would not extend is safe? As the Glowspot moves with bat and waxes and wanes with Moon phases the term ‘comes within the Glowspot’ is ambiguous...

 

 

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Crimson Bat - attack percentages are puny compared to creature that has been around for 350-400 years with Lunars at least and actively using its skills for much of the time.

for example for a creature that claims it needs to eat at least 220 sentients per week it would seem needed to have the bite (with swallow as a whole) the normal method and only with 5 experience rolls per season this would mean couple of thousand rolls or some fraction of that... Most likely option is that the sentients are provided alive by the region so there would be some exercise needed to get them processed.75% in the bite sounds quite small with centuries of active mayhem among enemies of the empire

 

 

 

 

 

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7 hours ago, filkertom said:

P. 76: Mistress Race trolls — 

1. “Females have multiple breasts.” Most mammalian species have multiple breasts. Do you mean 4 or 6? More?

2. Aren’t all MR trolls female anyway?

3. “These monsters...” Really? Should they be referred to as “monsters”?

Hopefully Moon Design / Chaosium will finish their Kickstarter and rerelease Trollpak along with the other RQ2 supplements. Until then:

1. Usually depicted with 6

2. There are male and female MRTs

3. Yes they are. Even dark trolls are scared off them. 

 

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12 hours ago, hkokko said:

This would be different from the way RQ has always been and it even does not feel right. Monsters get experience too....  Same would go for training - why would training be different for person a who is pc and person b who is npc - you lift the same iron, you shoot the same bow, you parry the same trainer..

The point I was making is that monsters/NPCs aren't generally actively seeking self-improvement and adventure the way adventurers are. 

If the GM wants to have an NPC or monster who's actively training, adventuring, seeking out new experiences, etc. then by all means adjust the suggested values upwards. You should also adjust player character Reputation scores downward to compensate, as their own deeds will be less remarkable in a world where every single being is the equivalent of a full-time adventurer. 

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Crimson Bat - feeding reqs seem to be wrong.

 

in Cults of Terror it states

’must be fed regularly and on time.
Both the body and spirit of the Bat must be fed. At its 
maintenance level its body requires 250 total SIZ points (an 
average of 25 creatures of SIZ 10) for food each week. The Bat 
will not quibble about the type of meat so long as it is fresh: 
not more than one or two days dead.
In feeding the spirit, the Bat will devour only the spirits of 
intelligent beings (those with INT 6+). The spirits of enough 
beings to give it a minimum of 250 points POW each week are 
needed (this is an average of 25 creatures of POW 10 for food 
each week).

 

and 

Peacetime - minimum level. It is fed an average of 25 intelligent beings 
once per week. Its feeding requirements are exact, and covered 
completely in the miscellaneous notes at the end of this cult. If 
the Bat is not properly fed, it will fade from the mundane plane, 
requiring many sacrifices and great magics to bring it back.
In wartime the cult membership grows, and the Bat’s hunger 
increases for the demon is used regularly in attacks. The food 
consumption increases by a factor of ten, and the bat then must 
be fed twice weekly

This 25 seems to be supported by other canon spurces as well with mentions of 25 fed before moving...

Could not find the req that they must be lunar initiates. That would be quite counterproductive as there might be relatively few in the border regions and with bat even fewer would be tempted to join...

 

 

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