In my search for ultimate GM screen for RQ6 I gathered together the ranged combat modifiers into one pager. The pdf exists here
Other charts that might be useful for GM Screen are here
The new main page for the Gloranthan Cult One Pagers is here. The page you are reading contains additional information about the One Pagers for AIG.
Adventures in Glorantha Preview finally brings us official RQ6 versions of multitude of Runespells in Glorantha. So far we have 35+ years of history of different versions of spells in various versions of Runequest and magazines. AiG gives us an unified view of the spells.
Cults have not been released yet for AiG – they will come later on in Chaosium Runequest but that is still far away in time. For the time being I have created as a fan contribution my view of the cults in one pager format.
This is how I view them to be now that we know what the spells will be and how the general structure will look like. I have crawled thru the original one pagers and all the supplements that I could get my hands on and created my view of the cults based on the view given by AiG. This is a first cut and contains 140+ cults in the one pager format. This should help those few who have the preview but also any others as most of the spells are available in other material. There are many spells that are from older versions of RQ and supplements – you can see the descriptions of the spells there or from Gloranthaphiles conversion. If a spell is missing from AiG – it is missing on purpose. The common spells are different.
Format is now somewhat different as we do not have acolytes anymore in AiG. There is now information about spells given by allied and subservient cults. All the spells that are cult specific should now have rune signs in front of them. Progressive folk magic spells have been marked as such. There are still a few spells there that are either fan created or directly from RAW Runequest 6.
The original one-pagers will still be available in their location. The new ones will be in Aig directory and have in small print on upper right corner “Aig Preview version”. I expect I need to tune these still – so I added print date and time info on bottom of the page.
There are now couple of previously missing cults available : Ancestor Worship and Tokaz Varaz – the trollkin cult.
This of course meant that I need to change later on the stats in RQ6 Encounter Generator as the cult members there have been so far my interpretation of RQ6 Glorantha without Aig. The cults that have been changed are still my interpretations of the AiG as they are based on the Preview and the rules are not fully complete yet. Like noted in my first look at Adventures in Glorantha elder races are not yet described in AiG Preview. I remain in gratitude that I got permission at GenCon to do this upgrade to the Gloranthan Cult One-pagers under the normal Fan Policy.
Feedback is welcome.
I will likely not be updating the original one pagers but will be working on this AIG preview version until Chaosium Runequest comes out – I will likely update the one pagers at that time for it as well.
So we have the
in rough pantheon format
Atyar, Bagog, Cacodemon, Devil’s Hand, Gark the Calm, Hungry Jack, Krarsht, Krjalk, Lemure, Mallia, Pocharngo, Primal Chaos, Ragnaglar, Seseine, Sidana, Taeterisus, Than, Thanatar, Thed, Tyram, Ulforg, Urain, Vakalta, Vivamort
Atyar, Cacodemon, Gark the Calm, Gloomshark, Ikadz, Krarsht, Lemure, Mallia, Ompalam, Primal Chaos, Seseine, Sidana, Than, Thanatar, Thed, Urain, Vivamort
Ancestor Worship, Annilla, Aranea, Argan Argar, Gorakiki, Himile, Kyger Litor, Mee Vorala, Moorgarki, Subere, Tokaz Varaz, Xentha, Xiola Umbar, Zong, Zorak Zoran
Hobimaron, Lumavoxoran, Saliligor
Aldrya, Babeester Gor, Flamal, Grain Goddesses, Mee Vorala, Voria, Yelmalio
Ancestor Worship, Basmol, Hungry Ghosts, Hakim & Mikyh, Telmor
Baraku, Blackfang, Bloody Tusk, Caladra & Aurelio, City God, Dorasta, Flintnail, Lamsabi, Selern, Sun Dragon and Um-Oradin
Black Sun, Dendara, Grain Goddesses, Hakim & Mikyh
Seven Mothers (Danfive Zaron, Irrippi Ontor, Jakaleel the Witch, Queen Deezola, She Who Waits. Tele Norri, Yanafal Tarsils), Annilla, Crimson Bat, Etyries, Lanbril
Dormal and Arkat
Burayha Xolagi (the Good Doctor), Calari the Hunter, El-Jazuli (the Earth Witch), Ennung, Ernamola, Evukindu, Garangordos the Wise, Hanjethulut (the Angry One), Ikadz, Jokotu the Liberator, Karkisso the Seer, Ompalam, Orjethulut
Ancestor Worship, Babeester Gor, Basmol, Bolongo, Lodril, Maran Gor, Nyanka, Pamalt, Rasout, Ty Kora Tek, Uleria
Ancestor Worship, Basmol, Dark Eater, Eiritha, Foundchild, Gagarth, Hungry Ghosts, Pavis, Storm Bull, Waha, Zola Fel
Annilla, Dormal, Magasta, Triolina, Tsankth, Wachaza
Ana Gor, Asrelia, Babeester Gor, Chalana Arroy, Donandar, Dormal, Ernalda, Eurmal, Gagarth, Grain Goddesses, Heler, Humakt, Hykim & Mikyh, Issaries, Lanbril, Lokarnos, Maran Gor, Mastakos, Odayla, Orlanth, Storm Bull, Ty Kora Tek, Uleria, Valind, Vinga, Waha, Ygg of Threestep and Yinkin
Chalana Arroy, Dendara, Donandar, Grain Goddesses, Lanbriul, Lodril, Lokarnos, Shargash, Uleria, Yelm, Yelmalio and Yelorna
Henird, Hiia the Swordsman, Jardan and Yu-Kargzant
Zip of the combined PDF (Cults by pantheon) is available in the directory mentioned above.
There were few missing timinits as well as most of the nymphs.
You will find Arachans those spidery carnivores now created here
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.
It is 212 pages of Gloranthan Runequest goodness – totally worth it.
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.
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.
Created a few Delecti related enemies for RQ Encounter Tool based on and inspired by the wonderful articles in an old Tales of the Reaching Moon. If you feel that your players have become upstarts – lead them to Upland Marsh.
Grimoires for sea and march sorcery have been created.
Few other enemies have been created as well.
There have been cases where the enemies have looked like stereotypic characters from a hack thriller – menacing, dark hair or bald, with a shade of beard, muscular. RQ Encounter tool has now new features you can add to bring a bit of variety to the looks of your shopkeepers, bosses and barkeeps.
There are now the following features that you can add:
Here are some charts that I made that have been useful for my Mythras (former editions known as RQ6) campaign. All the relevant ones have been updated for Mythras 3rd printing (2018 Nov). The screen shots are still of the old versions.
List of charts
Added a small chart for combat flow and pointers to relevant rules sections based on great discussion in the design mechanism forums in here
The Combat Special Effects for Offensive combines all the special effects for the offensive one quick reference to see what you can do when hitting something. Here is the latest one updated with Mythras in portrait mode
Spirit combat charts (Spirit damage, special effects and spirit combat results) have been gathered into a chart
Healing and Wounds in Mythras covers what happens to you when you get a wound and how to recover.
Diminish Effect On Characteristics has the goods on what can that pesky diminish spell do to you or your opponent.
Brief chart for shields, passive blocking from RQ6, AiG, Mythic Britain and Monster Island
Here we have a quick reference chart for Criticals and Difficulty Grade effect on skill. If you like maths – you do not need the chart, the calculations are simple but I find doing them in the heat of the game distracting.
Example how to set these up for use is here
In Mythras the success of your attempt can be modified by the situation. This can be adjudicated by GM fiat but if you some guidance here are all of the recorded modifiers in tables both for close combat and ranged combat. Some people do not use fatigue or encumbrance rules or even the weapon differences – that is ok but in my view these provide additional flavor to the game. In my quest towards perfect GM Screen for Mythras 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.
There is similar also for the Ranged Combat Situational Modifiers
and of course for Magic as well – Magic Situational Modifiers
For the future chase sequences in my campaign decided to combine all the movement effects into tables that fit into a single page. I find it easier to look info from table instead of calculating it with the rules.
It contains now a table for movement rates between 1 and 14, effect of athletics on the speed when walking, running or sprinting. It also has a table for the common modifiers for movement like encumbrance, armor and fatigue. It has also the effects on ranged combat.
Movement charts are here as PDF.
Gloranthan Ships are here as PDF
Encumbrance Calculator is here
Sorcery Tool is here
Difficulty grade progression
Combat Style Cards are here