Search found 1655 matches

by soltakss
Tue Nov 10, 2015 9:06 am
Forum: Legend
Topic: Recommended Reading?
Replies: 55
Views: 8557

Re: Recommended Reading?

Like all popular genres, fantasy goes occasionally through the doldrums where there is little interesting work being produced. The last decade was a fallow period where the crass commercialism of the big fantasy blockbusters of the 80's and 90's finally played out. I find that even bad fantasy can ...
by soltakss
Sun Nov 01, 2015 3:55 pm
Forum: Legend
Topic: The Last Witch Hunter
Replies: 3
Views: 1259

Re: The Last Witch Hunter

Has anyone watched this movie yet? Watching a clip and a discussion about it left me wondering how to handle this using Legend and more importantly different enough to actually be worth playing or running it. I read an interview with Vin Diesel and this is based on his old D&D character, so it shou...
by soltakss
Sun Oct 25, 2015 5:30 pm
Forum: Legend
Topic: Heroic Abilities for Sovereignty/Healing Cults
Replies: 7
Views: 1445

Re: Heroic Abilities for Sovereignty/Healing Cults

Thanks - I have already submitted what I was working on, but the ideas are good and useful.
by soltakss
Sat Sep 26, 2015 11:23 am
Forum: Legend
Topic: Monster Island
Replies: 3
Views: 1063

Re: Monster Island

It's pretty good, full of monsters and lost cultures, new magic and atmosphere. I used it as a place full of lost sailors, trapped by the Closing, in my Gloranthan campaign and it worked well enough. However, the PCs went in, did their stuff and left, so I didn't get the chance to explore it fully. ...
by soltakss
Sun Sep 06, 2015 4:17 pm
Forum: Legend
Topic: Pirates of Legend Qs
Replies: 19
Views: 6800

Re: Pirates of Legend Qs

I've put the figures into a spreadsheet and it looks as though the rules as written actually work, but you have to be careful with the stats. The figures in the Sailing Speed Table on p54 cover the distance travelled in a 12 hour period, in nautical miles. The figures in the Sail Modifiers Table on ...
by soltakss
Sat Sep 05, 2015 6:36 pm
Forum: Legend
Topic: Pirates of Legend Qs
Replies: 19
Views: 6800

Re: Pirates of Legend Qs

A Crew Combat round is 30 seconds (Page 83). On page 53, it gives the speeds Speed per Crew Combat Round and Speed per 12 hour period. So, on page 54, a ship sailing before the wind with a Moderate Wind gets 15ft per Crew Combat Round and 30 miles per day. I suppose it could have said yards, but eve...
by soltakss
Wed Sep 02, 2015 5:54 pm
Forum: Legend
Topic: Where is Mr Qwiki?
Replies: 2
Views: 1356

Re: Where is Mr Qwiki?

alex_greene wrote:Looks like it's gone down for good. Archive.is references it, and this is the only link - http://archive.is/mrqwiki.com
Thanks!
by soltakss
Tue Sep 01, 2015 9:41 am
Forum: Legend
Topic: Pirates of Legend Qs
Replies: 19
Views: 6800

Re: Pirates of Legend Qs

So you are subtracting the knots figure from the miles / 12 hours figure, and don't see this as a problem? Yes, that is what I do and I don't see a problem. Doing it the other way just doesn't work, for the reasons that you have described. It is confusing to have one in nautical miles per 12 hours ...
by soltakss
Mon Aug 31, 2015 2:08 pm
Forum: Legend
Topic: Pirates of Legend Qs
Replies: 19
Views: 6800

Re: Pirates of Legend Qs

Yeah, one assumes we're talking about nautical miles here? Yes, all sea distances are nautical miles. But if the table for wind speed says that in calm conditions a standard ship moves 6 miles / 12 hours, then this would be 6/12 = 1/2 knots, right? Since knots are miles/hour? So given the penalty o...
by soltakss
Thu Aug 27, 2015 8:04 am
Forum: Legend
Topic: Projects Sent
Replies: 11
Views: 1929

Re: Projects Sent

Bifford wrote:(and one day I'll get Legend: Ancient Stones in to book form....! )
I hope you do ...
by soltakss
Sat Aug 22, 2015 10:28 am
Forum: Legend
Topic: Pirates of Legend Qs
Replies: 19
Views: 6800

Re: Pirates of Legend Qs

I was reading a bit more, this time about ships and sailing. There were a couple of things I didn't quite understand. About sail ships' speed: each of them seems to have a modifier to sailing speed which is expressed as plus or minus (or zero), and this figure is followed by knots. For example, the...
by soltakss
Thu Aug 20, 2015 4:32 pm
Forum: Legend
Topic: Terminology
Replies: 10
Views: 1532

Re: Terminology

By the same reasoning, you can't use silhouette, or saboteur. I'd use the terms as they have come to be used and not care about the origin. However, if you absolutely must use a different term, then name it after the Adventurer who discovered it, in the same way as mesmerism. So, Jimbo Boddikins fin...
by soltakss
Sun Aug 16, 2015 10:25 am
Forum: Legend
Topic: Pirates of Legend Qs
Replies: 19
Views: 6800

Re: Pirates of Legend Qs

That would make sense. However, anti-pirate captains would also be able to gain Reputation, in the same way as Pirates. They would gain it for capturing pirate vessels, capturing pirates with high Reputation, maybe for the extreme repression of pirates if they are bloodthirsty enough. So, if a pirat...
by soltakss
Sat Aug 15, 2015 4:44 pm
Forum: Legend
Topic: Pirates of Legend Qs
Replies: 19
Views: 6800

Re: Pirates of Legend Qs

Firstly, the rules on reputation are pretty clear all the way to the application of reputation. It mentions taking a 'reputation test' but doesnt' specify how. Does this simply mean taking an influence skill check with reputation modifiers? Entering a Port, p98, has a Reputation test (2D20 + Reputa...
by soltakss
Sat Aug 01, 2015 9:56 pm
Forum: Legend
Topic: Heroic Abilities for Sovereignty/Healing Cults
Replies: 7
Views: 1445

Re: Heroic Abilities for Sovereignty/Healing Cults

I'm struggling with a Heroic Ability for Sun Deities, as well.
by soltakss
Sat Aug 01, 2015 1:34 pm
Forum: Legend
Topic: Heroic Abilities for Sovereignty/Healing Cults
Replies: 7
Views: 1445

Heroic Abilities for Sovereignty/Healing Cults

I am looking at writing some cults and want each to have one Heroic Ability. However, I am struggling with Sovereignty and Healing cults. I could use Disease/Poison Immunity for Healing cults, but they don't really fit. Does anyone have any ideas of what kind of abilities these could give? I am happ...
by soltakss
Fri Jul 31, 2015 7:51 am
Forum: Legend
Topic: Help creating a monster
Replies: 26
Views: 2743

Re: Help creating a monster

warlock1971 wrote:I reckon we should do our own one ... kick off with Demons and Devils of Legend. Base templates for their creation, hierarchies, realms and then the fiends themselves.
Merrie England: Age of Chivalry has classical medieval demons, for BRP, but they could be used with Legend very easily.
by soltakss
Sun Jul 26, 2015 12:34 pm
Forum: Legend
Topic: Where is Mr Qwiki?
Replies: 2
Views: 1356

Where is Mr Qwiki?

The mrqwiki pages seem to have gone down - Google can't find any that are active.

Does anyone know where they are archived? If not, does anyone have an archived version?
by soltakss
Sun Jul 26, 2015 9:16 am
Forum: Legend
Topic: Help creating a monster
Replies: 26
Views: 2743

Re: Help creating a monster

Finally, consider making the ooze resistant to edged and pointed weapons. Although bludgeoning weapons inflict full damage, weapons that can perform the Bleed or Impale combat manoeuvres only inflict half normal damage. I'd actually go the other way... blunt weapons inflict less damage as the impac...
by soltakss
Sun Jul 26, 2015 9:07 am
Forum: Legend
Topic: Help creating a monster
Replies: 26
Views: 2743

Re: Help creating a monster

I'd like to see a selection of traditional dungeon hazards that don't necessarily involve combat, but which can be dropped into an adventure to make life challenging for the PCs. One of the issues with running dungeon adventures with Legend / RQ 6 is that the combat system is so deadly - half of th...