Difference between revisions of "A walk on the wild side"

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**[http://www.glorantha.com/library/griffin/GM-balazarings.html The Balazarings]
 
**[http://www.glorantha.com/library/griffin/GM-balazarings.html The Balazarings]
 
**[http://www.glorantha.com/library/griffin/GM-religions.html District religions]
 
**[http://www.glorantha.com/library/griffin/GM-religions.html District religions]
 +
**[http://i1026.photobucket.com/albums/y322/iskallor/Rainbow%20mounds/Picture3-1.png MAP]
  
 
=Rules=
 
=Rules=

Revision as of 04:54, 15 April 2011

Hoof, tooth and claw

  • Premise
    • The character is a member of a stone age hunter gathering tribe. In the prime of his life. Unlike the other dog using tribes of the area, the Long tooth clan are an ancient Hsunchen people, who came from the far away, who have lost their link to their ancestor spirit... Shadow Cat.
    • Myths say that their matriarch mother Shadow cat came to the lands and was woed by Votank, this made brother dog angry and he killed Shadow cat and hid all her children far away in other lands. Since that time they have lost both their lynx companions and their associated cat powers. You could believe you are a cat who has been trapped in human form or a human who has lost their cat powers. All members of the clan have vague catlike attributes, cat like eyes, or elongated ears, hairier than normal perhaps, some are lazy or others sexual predators. But they look 99% human.
  • Hunting grounds
    • Far to the North, way away from other human clans.They are nomadic, but during the winter seasons they shelter in their holy site amongst the bones of a long dead dinosaur, centered around the mystical Longtooth cat stone. Myths and cave paintings tell that it once carried a village on its back, filled with dragon creatures. But out of the South came a man of the sun, who killed them all.
    • The land: Tall grasses, clumps of trees, river, hills and mountains to the East, full of Trolls. A lone mountain to the south with gryphons. Bison, deer, dinosaurs that local myths tie in with the giant skeleton that the clan lives under, aldyami (elves) in the big forests, Pentan horse nomads to the North. Dog Votanki to the South , where there are rumours of three giant built citadels.
    • The clan follows the way of Found child the hunting god, and pray to their ancestors. Shadow Cat answers, but is unable to bestow any powers until the cats are brought back.....
    • New blood is always welcome to the tribe. Their are several members of the tribe, who as children were snatched from elsewhere, or prisoners offered their freedom if they joined and made a family.


Player

Weapon Choices

  • Main Weapon, choose one to specialize basic 50% before bonus
    • IH spear, short or long
    • 2H spear, short or long
    • Stone Axe
    • Stone/Wooden club
  • Missile, choose one to specialize basic 50% before bonus
    • Javelin
    • Dart
    • Atlatl +10m +1d6 dam AP 6 enc .5 base skill 10%
    • Thrown Axe/club/Stick
    • Bow
    • Sling Basic 30%
  • Everyone has
    • Flint Dagger Basic 25%
    • Thrown Rock 40%


  • Small Shield if desired. Basic 10%

Skills

  • Place 30% in one skill of choice and then 50% amongst which ever skills you want.

Where

Rules

  • Skills are all 1d100, rolling under the pc's skill eg climbing 50%, then roll below 50% to succeed.
  • Critical Hits
    • 5% or less of your weapons attack skill. Rolling 1% is always a critical
    • THe hit ignores all armour
    • Parrying a critical hit results in the weapon or shield taking twice the damage.
  • Impale
    • Thrusting and missile weapons
    • 20% or less of the weapons attack skill.
    • Roll normal dam and bonus, then add the maximum possible dam of the weapon.
    • If the blow penetrates armour , then the weapon is stuck in its target. A roll of twice the impale % is needed to remove, otherwise it stays embedded.
  • Slash Attack
    • Slashing weapons, 20% or less on your weapon's attack skill.
    • roll damage twice, bonus once.
    • To remove roll half the attack skill.
  • Crush attack
    • Bludgeon weapons, 20% or less on your weapon's attack skill.
    • Damage rolled normally and then max bonus added.
  • Critical Parry
    • No damage taken
  • Aimed blow
    • Each SR adds +1 to hit location
    • Or wait until SR12 nd then roll half attack skill to hit location of choice
  • Knockback

Spells