Close Combat Situational Modifiers For RQ6

In my quest towards perfect GM Screen for RQ6 I gathered all the close combat situational modifiers into one table. 

It now contains the usual ones (fighting in pitch black darkness, partial darkness, blinded, while prone and so on). In addition it has the shorter reach for those of you playing with Reach rules. I added also the fatigue effect on close combat skills and limitations brought by swimming, climbing or riding while fighting.  In case your players are doing a fighting retreat with the loot it contains the encumbrance modifiers as well. If for some reason the players (or even the NPC’s) need to grab a different, perhaps unfamiliar weapon to use – the table contains the modifier rules for those as well. 2016-01-31_22-21-03.png

I also updated the movement chart with colors – green for earthbound movement, blue for swimming.

The rest of the charts for RQ6 are here 

RQ6 Chart Setup Example

Here is an example how to setup the charts that I have created to a folder for easy reference. The order has been created on a likely reference order that people usually would need the charts. Everything that is likely to be referenced at the same time is put on the same spread – so when you open the page you see for example all offensive special effects at the same time.

The charts are available here except for the situational modifiers chart currently.

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First page: Combat Flow chart
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Second page: Difficulty Grade Chart and Situational Modifiers
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Third page: Offensive Special Effects
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Fourth page: Defensive Special Effects
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Fifth page: Healing, Poison and Wounds
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Sixth page: Weapons and Shields

Visual Guides for Ancient Weaponry

Just a really brief note on ancient weaponry. Show – don’t tell – that will bring the stories alive. If you have always wondered what the ancient amor or weapons really look like  – Enrique has the most awesome gallery of ancient and medieval amor and weaponry available very neatly catalogued

It is in Pinterest – there are boards for most anything imaginable from ancient amor to vikings amor to early medieval. Here is the link to main page “https://www.pinterest.com/magnusbarbadus/”

Here are my Monster Island weapons

Here is some charts and info on shields in RQ6

 

Monster Island Weapons

Monster Island is one of the coolest supplements for Runequest currently. All the enemies (and the occasional friend) can be generated from RQ6 Encounter Generator – search with Monster Island tag.  Sometimes you might wonder what do the weapons the natives are using look like. I gathered here a small board showing an example of all the weapons listed in Monster Island supplement I could find.

Glimpses of Count Felagga’s Mystic Menagerie – Chaos and Creatures From Distant Lands

Wyrms Footnotes #15 has a wonderful article by Sandy Petersen on a circus with really esoteric exhibits – Count Felagga’s Mystic Menagerie. Here are some of the creatures from the Dangerous Animal Section and the Chamber of Horrors fitted with RQ6 statistics in RQ6 Encounter Generator

  • Pterodactyl Sorn The Chaos ‘birds’ from East isles
  • Rhamphorhynchus Sorn Smaller Sorn species
  • Duocanth The amphibious monster from Kralorela
  • Nandi The beast with excellent memory from Kingdom of Ignorance
  • Xamalki The hulking chaos monster from Pamaltela and East Isles
  • Sparhog The electrifying boar from the hinterlands of Teshnos
Other creatures

Part of Count Felagga’s Mystic Menagerie stats are here.

 

Adventures in Glorantha Preview (RQ6) First Look

This is a first look at Adventures in Glorantha – Special GenCon 2015 Preview. I got my copy at GenCon booth from the hands of Pete Nash. The first look is based on one reading thru and then looking at high points on each chapter. I will be posting more comments as I delve deeper into and use the material later on.

The preview is spiral bound, hard copy only and only 50 copies have been printed for sale – the last two items are due to contractual agreements.

This is preview only with final set coming as a Chaosium Runequest by next GenCon. The Chaosium Runequest will be Glorantha based version of RQ6 – not a (near) generic one that the Runequest 6 is. The writers of the Chaosium Runequest will be the indomitable Loz and Pete so no worries there. Jeff said there will be art so this looks promising. RQ6 rules will not change but there might be slight tunings – so it will still be Runequest 6 that we have grown to love. You will see during the rest of the “first look” that it might not be so hard to use those rules elsewhere – pure speculation on my part of course as I intend to use mine in a Gloranthan campaign.

Executive summary: 

It is 212 pages of Gloranthan Runequest goodness – totally worth it.

More detail

Preview does not contain yet cults, elder races, heroquests, Lunar magic, mysticism, the runes, appendices or the scenario. Adventures in Glorantha refers to standard RQ6 rules so you will need those as well.

We have (page count is approximate) introduction ( 1 page), the world of Glorantha (16 pages), character creation (26 pages), money and equipment (11 pages), magic (4 pages), folk magic (6 pages), rune magic (54 pages), sorcery  (11 pages), all the worlds monsters (57 pages), appendix C Chaos (4 pages).

World of Glorantha gives you a standard, canon and up to date look at Glorantha – history, geography, technology base, monetary base, description of the races and succinct description of the main areas: Balazar & Elder Wilds, Dragon Pass, Esrolia, God Forgot, Maniria, Prax, Pavis, Sun County, Corflu and Lunar Empire.

Character creation has tweaks to the standard RQ6 generation made for Rune Affinities (needed for cults) and the ubiquitous languages and folk magic.  There are Gloranthan combat styles which can be more varied than in base RQ6 and guidance how the styles are used in Glorantha. These rules will give more flavour to character creation.

You can generate characters for Balazaring, Esrolian, God Forgot, Lunar Heartland, Lunar Provincial, Praxian, Sartarite,Tarsh and Telmori Hsunchen cultures. All of these are given enough colourful information to make the choice of background interesting. Each of the backgrounds contain language, standard skills, professional skills, careers, combat styles, folk magic and passions typical for that background. Some of the areas have not been touched earlier on in popular Runequest material and everything has been brought up to date with GtG at least to my eyes and deepened to contain RQ level crunch. To me the material is evocative.

Background creation also has a Gloranthan version of the unique background events.

Money and Equipment

This chapter contains excellent and quite detailed information on the values of things in Glorantha. What was very useful from my point of view was the info on land and property and transport and shipping costs and trade goods. You could very easily whip up a Trader campaign on this information alone and especially combined with the Trade route chapter on GtG.

There is also a chapter on new weapons for Lunars and a variety of shields for various common cultures. The metal chapter contains among other things the rules for iron – the magic dampening deadly metal against trolls and elves.

Magic

The preview points at terms in Rq2,Rq3,Rq6 to make it easier to convert scenarios and material from earlier versions of Runequest. There is a background advice how to deal with existing campaigns.

There are several kinds of magic available in AiG. Folk Magic is progressive – as it should be in Glorantha. Rune Magic (called Theist Magic outside Glorantha) is using Runes instead of Devotion.  Spirit Magic is called Animism outside Glorantha. Sorcery – you can use RQ6 sorcery or a new form of sorcery emerging in Glorantha. We remain waiting for the Lunar magic and Dragonic Mysticism. In my campaign in Glorantha I will continue using the RQ6 Sorcery and RQ6 Mysticism until they are further revealed.

Acolytes and Adepts do not exist in Adventures in Glorantha so initiate and devotee rules regarding available magic have been modified to take that into account.   If your Glorantha varies so that you want to have acolytes, I see no reason why it could not use standard RQ6 here.

Progressive folk magic is optional and different than what has been proposed with generally available RQ mod – progressive folk magic. The one described in AiG is smooth mechanic much more in line with folk magic being not as powerful as Rune Magic. There are 5 pages worth of folk magic spells – almost all of which could be used in non-Gloranthan campaign as well.

Rune Magic chapter has a mention of the new mechanics related to casting the rune Magic with runes instead of Devotion even though the Devotion is still used. For devotees it will be possible to use even more powerful magic act called feat that is cult or hero quest specific. Feats will likely be revealed when more cults are revealed.

There are 384 (three hundred eighty four) (give or take some) Rune Spells described with their effects making it the largest collection of official Rune Spells in a single place I have seen so far in Gloranthan and Runequest history. This is real Magical Mystery Tour – grimoire of extraordinary proportions – more than 50 pages of spells. In comparison RQ6 base rules have 65 or so Theist spells (many of which are included in the above 384).

The descriptions contain the runes that can use the spell, cost, duration and effects and whether the spell is still available (there are some old spells that are marked either withdrawn or replaced by a new one). According to Pete it should contain new version of all or almost all the rune spells published in ‘official’ publications since the Dawn and some completely new ones as well. None of the spells have cult association but it has rune association so we will need to populate the cults with spells that have appropriate runes. Glorantha is full of magic.

Sorcery is very different in Glorantha. Gloranthan sorcery is now brought up to date with GtG approach but there is an also an option to use the standard RQ6 sorcery or even a mix. I will need a bit more time to think about Gloranthan sorcery approach which looks to be much more free form than standard RQ6 sorcery.

Spirit Magic has a new way for doing spirit combat in Glorantha and loads of spirit abilities and how to work with spirits in Glorantha and eight pages on Gloranthan great spirits like Dark Eater, Father of Independents and Oakfed.

All the world’s monsters has close to twenty creature abilities for Glorantha several of which add to ones on RQ6 and Monster Island. The chapter then dives into describing a cornucopia of Gloranthan monsters – more than 80 of them depending how you count described over more than 50 pages. Many of the monsters are new to RQ6 but old foes to Gloranthan players but there a few completely new. Now we have the official RQ6 version of many of the  commonly known monsters (Dream Dragon, Dragonsnail, Gorp) – several exotic ones (Charnjibber, Headhanger, Glarg, Nakasa). The descriptions are full of usual goodness and use both new and old abilities in nice combinations. Dream dragons will be even more deadly foes than before – and your desire to meet a Walktapus or Jack’o’Bear is even less than before. With elder races missing we are missing trolls, dwarves, elves, scorpion men and even broos. No – there are no ducks (or keets)…

What I liked most: Rune magic, Progressive folk magic, Trading, Character Backgrounds, Monsters.

What needs time to sink in: Gloranthan Sorcery

What’s not to like: the final version is coming next summer

For non-Gloranthan GM’s: take a look at the spell and monster list and see – you could use those or parts of those in non-Gloranthan fantasy worlds – quite easily.

This is truly worthy preview of things to come in Chaosium Runequest and it was pure enjoyment to read thru. Now to update the RQ Encounter Generator to support it and start using the preview as my campaign rules.  Can’t wait for the final version that is coming next summer.

RQ encounter Generator take on Aig monsters is here

Return to Monster Island

I felt compelled to return to Monster Island with RQ Encounter Tool. Here are some of the few missing colourful creatures from the Monster Island book. Cob Hobblers are a particularly nasty end to player character career – not even to talk about the nasty Vorslurp.

Plants have had additions too in the plants additional feature

  • Deathdrip Flower
  • Moon Flower
  • Spinedragon Tree

These are visible for example in the Monster Island Daily Event

All of the Monster Island enemies have been updated to include abilities description and other tuneups. You will find these at Enemies and Parties page with filter “Monster Island”

Zombies have had some new additions as well – mostly with Delecti’s Swamp in mind

 

Demon Encounters for RQ6

Whereever there are sorcerors there is a pact being negotiated and usually with forces of darkness, even chaos. Wondered what you could evoke with your Evoke spell – here are few possibilities in RQ Encounter Generator.

Demons have been crafted as per Monster Island suggestions. Minor beings will have 100 characteristics points on average, skills are targeted to be on the intensity level that adepts would have. Moderate ones 150 and Major ones 200 with skills that mage’s or archmage’s intensity probably would be.

For color each demon has a chaotic feature which could also be considered a demonic feature. Demons are tough beings so had each of them to have “Undead” ability for increased resistance to weapons and they have varying natural or other armour.  All of the demons here look different and each of them might have an ability in addition to chaotic feature. This batch happens to four legged ones but there could be other shapes in future.

These are demon warriors – there are of course other kinds as well. Like mentioned in the Monster Island Elric books especially are a good source.

Demons are usually met alone with their master – a sorcerer- or in small numbers.

You can search for the demons using the tag Demon in the enemies page.

Currently there exists

Moderate and Major beings can be quite tough. It is unlikely to see demons in the earthly planes unless they are being evoked or forced to servitude by sorcerers. Here is one

Here is a party for a demon summoning sorcerer

 

 

 

 

 

Return to Griffin Mountain and Balazar

We broke a milestone during the last few days. There are now more than 1600 templates to be generated in the RQ Encounter tool.

Here are a few enemies and encounters found in Griffin Mountain done via RQ Encounter tool. Quite a few of the Balazar encounters already existed but here are a few additions.

For Dorastor

For Uzlands (Dagori Inkarth, Halikiv etc)

For Prax

At the same time made an update to diseases table – all the diseases in Dorastor and in RQ6 and Monster Island can now be generated. Added also Jungle Diseases table for the Monster Island ones.
Updated all skeletons with skeletal suspectibility to damage.
RQ Encounter tool has a nifty new feature for selecting many of the professional skills. It also shows on the template page the number of times the template has been generated. The counting method has been changed so now all the different ways of generating the encounters count in the number of times starting today. Before today only the ones that were generated from the main search pages counted.