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

Gloranthan and Eastern Weapons update for RQ6

Here is an update to Gloranthan and Eastern Weapons charts for RQ6. It contains new formatting and some new weapons for Gloranthan (Lunar and Fonritian weapons).

Here are the Shields for RQ6 and AiG. Updated Gloranthan weapons and shields have been incorporated to RQ Encounter Generator. 

Here is a new pinterest page picturing the eastern weapons.

Rest of the charts are available here

Lunars have Adventures in Glorantha

Here are the bringers of civilisation, the light of the goddess, the sharp edge of the empire, the thin line between chaos and the world, the word that cannot be spoken, the collectors of the coin that shall be emperor’s, the foot that stomps, keepers of order that must be kept, the long shadow of the bat to come. RQ Encounter Generator welcomes the updated Lunar Provincial troops – the troops that stoutly sacrifice all in the name of the Emperor and the goddess to protect the innocent – and protect above all the interests of the empire from those who would defile it.  Convert and serve the goddess – it is in your best interest… You cannot stop the onslaught – empire (and you) can generate these encounters in unlimited numbers.

These now take into account passions towards locals and the Empire, expanded skill sets from Rq6 and AiG, the Lunar combat styles (Sagittarian Peltast, Lunar Corps Hoplite, Pelorian Cavalry, Antelope Lancer and new weaponry (Moon sword, Khopesh, Kontos and the new shields)). You can also add to your own Lunars a cult which has the common Folk magic spells for Lunar Provincials.

You will see these in Pavis, Sartar and Esrolia.

Lunar Agent

Lunar Peltast

Lunar Peltast Officer

Lunar Peltast Officer on a city patrol

Lunar Peltast on a city patrol

Lunar Hoplite

Lunar Hoplite Officer

Lunar Hoplite Officer on a city patrol

Lunar Hoplite Officer, Danfive Xaron Acolyte

Lunar Hoplite Officer, Danfive Xaron Devotee

Lunar Hoplite Officer, Danfive Xaron Initiate

Lunar Hoplite on a city patrol

Lunar Hoplite, Veteran

Lunar Hoplite, Veteran, Strong one

Lunar Antelope Lancer

Lunar Antelope Lancer Officer

Lunar Cavalry

Lunar Cavalry Officer

Lunar Agent

Lunar Tax Collector

The parties have been updated as well

Lunar Antelope Lancer Party

Lunar Cavalry Patrol

Lunar Hoplite City patrol

Lunar Hoplite City patrol – first response

Lunar Hoplite Field Patrol

Lunar Hoplite Field Patrol, Danfive Xaron

Lunar Peltast City Patrol

Lunar Peltast City Patrol – First Response

Lunar Peltast Field Patrol

Lunar Tax Collectors

 

The rabble and the nobles (and followers of the bat) will likely follow in the footsteps of the forward troops – they always do.

 

 

RQ Encounter and Notes From Pavis futures

There has been some questions related to the RQ Encounter Generator and its content and content on Notes From Pavis – what is the effect of latest news from Chaosium and Design Mechanism about the future of Runequest.

Both the blog and generator with its contents  will continue normal operation as is without interruption – now and in future. I will continue to add content, Gloranthan and otherwise to both the generator and the blog – so stay tuned for new and updated content. When I asked about all the content I have created for these +Jeff Richard has stated today that these are covered by Fan Policy also in future. It is too early to say what ADDITIONAL systems in addition to RQ6 and Magic World will be supported in future, this depends on when rules are available and what the developer decides about additional support. Based on information from +Lawrence Whitaker the changes to future Design Mechanism rules after next July will most likely be errata level changes so system will support that generation of rules as well.

Currently almost all known Gloranthan creatures as we know them today exist as templates to generate enemies from as do almost all cults where there is enough data and even some where data has been extrapolated . There also exist a fair variety of non Gloranthan enemies for example for Mythic Britain. So feel free to add content or generate away from existing content – service works as usual – this is crowd sourced.

More than 2100 templates to generate enemies from. By today more than 126000 enemies generated…

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.

 

Spirits in The Night – Beast, Darkness, Death, Chaos and Mastery Spirits in AiG

Spirit societies for Adventures in Glorantha was presented in a previous post. Here are the first adaptations of that for RQ Encounter Generator. Spirits in the Night indeed – the new rules for spirits in Adventures in Glorantha give lots of variation for the spirits to the already great rules for spirits in Runequest 6. The aspect of Runes is shown to much greater extent in the new spirit rules. The rules there are not final yet – so they could change in the Runequest Glorantha book.

Spirit combat can look less deadly with the new rules but variation for the spirits is significantly greater. There are new rules there but here is an adaptation of the AiG spirits that can be used both with or without the new ruleset.In this first set there are spirits for just a few of the runes.

You can find all new spirits in the Spirits in the Night Party if you want to generate just spirits. All the work has been done for you – just generate away…

Spirits who are of Grand status are usually intensity 4 which can be interpreted as run away – fast as you can and hope they do not notice you.

For Mastery rune

  • Mastery Curse Spirit
    • Lesser, Typical, Major, Grand
  • Gloranthan Blessing of the Mastery Spirit
    • Lesser, Typical, Major, Grand
  • Gloranthan Mastery Spirit
    • Lesser, Typical, Major, Grand
  • Ruler spirit – Mastery

For Death rune

  • Death Curse Spirit
    • Lesser, Typical, Major, Grand
  • Disease spirit
    • Lesser, Typical, Major, Grand
    • These are now separate from Sickness spirits. Disease spirits carry only have Gloranthan diseases currently
  • Death Curse Spirit
    • Lesser, Typical, Major, Grand
  • Death Passion Spirit
    • Lesser, Typical, Major, Grand
  • Gloranthan Death’s Blessing Spirit
    • Lesser, Typical, Major, Grand
  • Gloranthan Death Spirit
    • Lesser, Typical, Major, Grand
  • Gloranthan Death Spell Spirit
    • Lesser, Typical, Major, Grand
    • Larger varieties of these can have Rune spells
  • Ruler spirit – Death

For Chaos rune

  • Gloranthan Chaos Spirit
    • Lesser, Typical, Major, Grand
  • Ruler Spirit – Chaos

For Beast rune

  • Gloranthan Beast Spirit
    • Lesser, Typical, Major, Grand
  • Ruler Spirit – Beast

For Darkness Rune

  • Gloranthan Darkness Spirit
    • Lesser, Typical, Major, Grand
  • Darkness Passion Spirit
    • Lesser, Typical, Major, Grand
  • Ruler Spirit – Darkness

Malia initiate, acolyte and high shaman spirit societies have been updated with the new spirits. You can get the new spirit society into use just by generating any of the current foes who use that – for example: this nice Broo Shaman. The other way is just to attach one of the ranks of Malia spirit society into your template. Same goes for Waha (initiate, shaman and high shaman). With Waha I have retained the earth and law spirit association even though Waha does not have Runes for those. I have also retained the ancestor spirits here for the meanwhile. The rest of the spirit societies will come later.

New additional features

  • Spirit Abilities for all the Runes
  • Blessing of the spirit abilities for Death, Mastery
  • Spells for Death rune
  • Gloranthan Diseases contains only the Gloranthan Diseases.