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RQG Glorantha Bestiary Corrections Thread

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As a placeholder for myself, prior to this post I have implemented all the changes I'm going to make. 

We'll keep making corrections in the InDesign file until we're ready to send the print-ready file to the printers, so by all means, keep all relevant suggestions/comments/bugfinding coming. 

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8 hours ago, filkertom said:

P. 50-51: regarding how far the Agimori can run... is that per day? No unit of time is given.

Yes, in a day (same source: WF#12).

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Some races get a racial lore, e.g. Dwarfs and Uz, is there a base for these? And Metal Lore? Why would you not let someone roll Mineral Lore to know about metals? Making a specialist skill for something only penalizes the specialist, as everyone else in practice gets to roll on a more general skill.

Minor typo, Uz Crafters and Traders get Insight (Troll), others get Insight (Trolls).

Gold Dwarfs get Glorantha Lore, is that a thing?

Edited by PhilHibbs
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As someone who suffers from moderate color blindness the brown elf and green elf distribution map on page 12 is difficult to differentiate. 

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Can you stick a column break in above the Walktapus hit location chart on page 11? There's no need for it to be split into two, as there is space in the third column for Walktapus and Wyvern.

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There are several references to acid, giving it a POT, but I see nothing in the core rules or the bestiary speaking to how this is applied. Is it just done like poison, as a resistance roll using CON to determine if it is full or half damage?

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18 minutes ago, Eric Christian Berg said:

There are several references to acid, giving it a POT, but I see nothing in the core rules or the bestiary speaking to how this is applied. Is it just done like poison, as a resistance roll using CON to determine if it is full or half damage?

Up until now, in previous RQ versions, an acid has been doing damage equal to its potency. Nothing to roll against. It just hurts.

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The core book gives a general sense of whether each type of poison is usually slow or fast-acting, but it would really help if the poisonous creatures in the Bestiary specified for each creature whether their poison is fast or slow-acting. Also, giving the category it falls into would be helpful in terms of adjudicating antidotes quickly. As it is, all it says for each that it is a "systemic poison", which doesn't really need saying because all beast-delivered poisons are. What would be more useful for wyvern (page 129), instead of:

"The sting injects a systemic poison of a POT equal to the CON of the wyvern."

make it:

"The sting injects fast-acting wyvern venom of a POT equal to the CON of the wyvern."

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21 hours ago, PhilHibbs said:

Gold Dwarfs get Glorantha Lore, is that a thing?

I'd say yes, and that there are very few outside the dwarfs who would have it - perhaps Gonn Orta, the Red Emperor, Godunya, Argrath and Harrek, and few others.

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Why do baboons get 2d6+6 in POW when men,beast,en, ducks, giants, trolls,dwarves get 3d6

 

 

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Page 51 Morokanth get "any weapon (5)", should it not say "all"? Also, does this apply to shields? If not, then maybe "all melee or missile weapon" would be clearer. If indeed it applies to missile, which I suspect it does.

The weapons section says Long Spear 45% and Heavy Mace 40%, I assume that this means that a typical encountered Morokanth warrior will have raised it from their 5% racial base to this level.

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57 minutes ago, hkokko said:

Why do baboons get 2d6+6 in POW when men,beast,en, ducks, giants, trolls,dwarves get 3d6

 

 

What we can say is that's has been the case since first RuneQuest rule book. I don't remember ever seing a explanation...

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1 hour ago, hkokko said:

Why do baboons get 2d6+6 in POW when men,beast,en, ducks, giants, trolls,dwarves get 3d6

Baboons have been strong in magic ever since their first appearance in Nomad Gods. They are supposed to be more magical.

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p.67 Triolini, Ludoch. Skills.

"Sound 50%" There are no other references to a skill named Sound that I could find. The action that stems from that skill is not self-evident and it confuses me. My best guess would be the Listen skill.

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Page 22

Yellow Elf. Small Shield SR 7

Yellow Elf. Short Spear SR 6

Page 26 

Plant Spy, Reflection, Resurrect, Shield, Silence Sphere,  [i.e. not Resurrection

 

Page 27

Yelm: Provides Sunripen to Shamans of Aldrya and Gardeners.

-           Sunripen is not part of Yelm’s list of Rune spells in the Core Rules. Sunripen is also not listed in the Core Rules or within this document

Page 32 Fox Woman (animal form)

CON 2D6+6 13  [or use 3D6 and average 10-11, as for human form and change the HP to 9 for Total HP and reduce each body location HP by 1]

Page 57 

Armor: Coat of unenchanted heavy dwarf iron chainmail (5 pts.) and full helm (6 pts.) [doesn't it have to be enchanted to get extra HP?]  

Page 58 

Equipment: Melee weapon, missile weapon, medium shield, heavy dwarf iron chainmail suit (9 pts.), iron plate dwarf helm (9 pts.), [assuming its enchanted, then it gets only x1.5 of the standard HP of a helm - unless there is extra HP from its crafting? in which case state this please]

Page 165

Spirit Combat Damage table is very different from that in RQ:G page 56 and page 368. Can you please correct:

41–56                           2D6+3

Each +16 points         Additional 1D6+1

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Page 27

Tree, Heal Body, Plant Spy, Recover Spirit, Reflection, Resurrect, Shield, Silence Sphere, Tanglethicket. [replace this spell or give it a spell description later]

Page 94 Crack 

the Crack takes effect only if it has enough Rune points of POW in it equal to or greater than those placed in the Rune spell. 

Page 198

Cure Disease skill or Cure All Disease spell, [use the singular, as per RQ:G] 

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