[Runequest] Gorp Question
Roger Benham
rog_benham at hotmail.com
Tue May 27 14:55:40 UTC 2008
Just out of interest then.... since I'm a not a Glorantha user, I assume the fisherfolk and mariners (Riverers?) of the waterways must have methods for dealing with gorps. How would they trap them, contain and kill them? Are they a danger? If you were trawling the riverbed with a net, you'd really not want to bring a gorp up. If you did (And assuming it didn't just squelch through the gaps in the net with a faint acidic sizzle...) what would you, average Joe Fisherman do to kill it without hurting yourself? Its kinda similar to hauling up a nasty bunch of jellies or a stonefish, sharks etc. > Date: Fri, 23 May 2008 10:29:57 -0500> From: aelarsen at mac.com> To: runequest at rpgreview.net> Subject: Re: [Runequest] Gorp Question> > To my mind at least, a more Gloranthan way of looking at how a gorp operates> is to assume that it senses POW and moves toward it, rather than relying on> mundane senses of terrestrial creatures. Thus it has a strong preference for> sentient beings over non-sentient beings, and for non-sentient beings over> simple organic matter. Perhaps its range is equal to the target's POW in> yards. Thus it can sense stronger beings further away.> Also remember Zoomer gorps, which move at a rate of 1d3+1.> Gorp aren't a threat because it's hard to outrun them. They're a threat> because killing them is difficult. They prefer water, and so are most> commonly found there, but the best weapon against them is fire. They damage> anything that inflicts damage on them, and they slowly destroy armor. They> are, however, quite vulnerable to Disruption. They are also quite hard to> spot in water.> > Andrew E. Larsen > > > On 5/23/08 10:18 AM, "Paul Cardwell" <carpgachair at yahoo.com> wrote:> > > Mythworld has viewed them as being sensitive to> > pressure changes in the water and so can zero in on> > movement there. Yes, they are slow, but very> > stealthy. They may even work in small teams (not> > quite packs) so at least one has a chance of feeding.> > > > Remember, they encircle their prey with pseudopods and> > so give little warning until they engulf. Being> > chaotic, there will be individual exceptions of any of> > this.> > > > Paul Cardwell> > > > > > > > --- Lev Lafayette <lev at rpgreview.net> wrote:> > > >> > >> Hmmm... If I take up those proposals a gorp's threat> >> value would decline> >> to almost zero. A 1m/SR movement rate and a sensory> >> range of 1 yard> >> would mean that the only way it'd get to catch a> >> living thing would be> >> by accident.> >> > >> Regards,> >> > >> > >> Lev> >> > >> On Thu, 2008-05-22 at 10:23 +0200, Tomas Björklund> >> wrote:> >>> This is just one man's opinion but ...> >>> > >>> a) Use the movement rate in the rule set you use> >> for your campaign. In> >>> water I would let them either move attached to a> >> surface in which case> >>> the movement rate is the same as on land, or float> >> like a manowar or> >>> jellyfish.> >>> > >>> b) I would say their sensory range should be a> >> yard or so away at the> >>> most. if you want to get scientific about it (not> >> always a good thing> >>> when it comes to fantasy games) you can compare to> >> earth creatures.> >>> This is a creature with very low speed, and no IQ,> >> very much like a> >>> jellyfish, amoeba of fungus it eats whatever it> >> encounters. Thus it> >>> has no need for any senses at all really really,> >> or if it has senses> >>> wouldn't have a sensory range beyond what it can> >> reach immediately,> >>> i.e whatever it can reach withing a few seconds.> >> This presumes there> >>> is some kind of selection involved in it's> >> creation. If it is a> >>> created being it can conceivably have any> >> abilities, like sense power> >>> items a kilometer away, but even then if it there> >> is a sensible> >>> creator at work he/she/it wouldn't give it senses> >> it has no use for,> >>> i.e. again only let it sense things it stands a> >> reasonable chance to> >>> get to considering it's total lack of> >> intelligence.> >>> > >>> Hope this helps.> >>> > >>> - Tom.> >>> > >>> On Wed, May 21, 2008 at 11:49 PM, Lev Lafayette> >> <lev at rpgreview.net>> >>> wrote:> >>> Hi everyone,> >>> > >>> > >>> I'm sure this has probably been asked> >> before.. but> >>> > >>> a) What's the movement rate of a Gorp?> >> It's listed as 1-5 in> >>> RuneQuest> >>> 1st and 2nd editions, 1 in RuneQuest 3 and> >> 2m in Mongoose RQ.> >>> However I> >>> presume that's on land. How fast do they> >> move in water, their> >>> natural> >>> environment?> >>> > >>> b) What the sensory range of a Gorp? I> >> know they try to find> >>> organic> >>> matter in preference to inorganic as that> >> helps them grow. I> >>> also> >>> presume that they'll go for the highest> >> concentration and they> >>> also seem> >>> to have a taste for POW as well.> >>> > >>> I'm currently running River of Cradles and> >> these questions are> >>> important.> >>> > >>> Besides, I like Gorp. They'll like a> >> gelatinous cube that> >>> makes> >>> sense. :-)> >>> > >>> All the best,> >>> > >>> > >>> Lev> >>> > >>> > >>> > >>> > >> _______________________________________________> >>> Runequest mailing list> >>> Runequest at rpgreview.net> >>> > >> > > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> >>> > >>> _______________________________________________> >>> Runequest mailing list> >>> Runequest at rpgreview.net> >>> > >> > > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> >> > >> > >> _______________________________________________> >> Runequest mailing list> >> Runequest at rpgreview.net> >> > > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> >> > > > > > > > > > > > > _______________________________________________> > Runequest mailing list> > Runequest at rpgreview.net> > http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net> > > > _______________________________________________> Runequest mailing list> Runequest at rpgreview.net> http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
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