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MJ Sadique

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About MJ Sadique

  • Birthday 12/01/1980

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  • RPG Biography
    RuneQuest-er since 95' with Glorantha, Land of Ninja and Vikings...
    -Had love playing : L5R, Warhammer (a lot), Guildes (the 2), Murphy's, Thoan, EarthDawn, D6's 2012 Exctinction.
    -Also Done : Elric, Stormbringer, CapharnaΓΌm, Dead Lands, JRTM, Cops, World of Darkness and a lot of others...
  • Current games
    Master at RuneQuest III, Space Pirate Cobra, Polaris
    -Player at Kuro Tensei, Iron Kingdoms (FantasyCraft Rules),
  • Location
    France
  • Blurb
    My player name me "The Sadic Master" because I want them to not fear death... but to fear being alive
    Dying is an easy act but living is the hardest thing for a hero
    Death is a salvation for the hero who had accomplish his destiny
    Until then, a hero can fail, be defeated and suffer a thousand years of pain
    But as long as he wish to accomplish his destiny, he will never and ever be able to die
    Only the greatest Heroes will be rewarded with the gift of Eternal Peace

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    www.facebook.com/freddy.chanelap

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  1. Exactly like when Arkat came back from the death by the Lighbringers Quest... having your body intact is not a prerequisite to "Coming back from the Underworld". Unlike Resurrection spell which are undoing Death (Separation of Body and Soul). Also something bother me cause he seems to be an opportunist with a huge ego at best, a weathervane at worst : He work for Lunar after coming back in mundane world He side against them when he razed Dunstop, the retreat in Muse Roost (his new capital city) to write his books The last part of book (written in 1640) of Ethilrist mention Phargentes the younger which gave him a secret and he did not like Argrath's way to look down on him. Later on, his Black Horse Troop was part of Lunar side in the Battle of Dantolfol in 1645 where Phargentes the younger died. Basically a hero for some heroquester but more like Hungry for Power mercenary for others; Very similar to Harrek in some lot of aspect...
  2. The ability of Ethilrist is more akin to a partial form of the Lightbringers Quest as He enter a path to Underworld near Nidan Montains a century ago, he plunder hell and came back by his own mean to the mortal world after. In his book "A History of My Black Horse Troop" (GtG 750) he said I "crawled back from the Underworld that time and could do it again if necessary" when speaking why he does not fear Harrek. So If you kill him, he does not need anyone to come back, he already know the path to escape the Underworld. More a method to escape hell than a spell; it's more like Jaldon who made pact/vow that permit him to came back from hell whenever the Bisons are in danger (which happen pretty often).
  3. So you are stuck with a few spell, which cause you a problem, let's see Ernalda Arsenal. Ernalada "Eligible Defensive" Spirit Magic : Shimmer (-5% hit chance per MP) , Vigor (+3 HP & +1HP per localisation for 2MP) Also Remember that the spell is use on a target not only on his body; As your are not running around naked, a goddess my bless you or your weapons alike ^^ Ernalada "Eligible Defensive" Divine Magic : Earth Shield ( aka the indestructible Shield of Arran) A bit of munchkinism with a touch of Eurmal blessing, you can state that she have "before hand" done a SPELL TRADING (which state state "the Earth goddesses allow spell trades only if the High Priestess of the temple approves." ) to have a "defensive" divine spell of Babeester Gor, guardian of Earth goddesses, like Shield which is compatible with Shimmer and Vigor; This spell is also easily High Priestess Approved unlike Axe Trance or Berserker. So you may get a Shimmer 4 + Vigor 2 + Shield 5 + An Indestructible Shield : -20% chance to get hits +3 Total HP, + 1HP per localisation (prevent a bit of losing a limb or drop your weapon in battle) +10 AP, +10 CounterMagic pts One Indestructible Shield, held in hand or in your back (usual Anti-arrow/backstab cheat) Spell trading can be use for a lot of others spells but Lore wise, Babeester Gor is more reachable for any priestess of Ernaldada.
  4. The origin of the bow may solve your problem as there is two fundamental different philosophy of bow : The traditional / Occident style : the bow is your weapon, you are to becoming one with your bow to achieve mastery (Aldryami style "Trance of the Bow", A children of the Forest with a Fanatism spell could do the trick -Despite my thinking, yes fanatism is applicable to bow/crossbow user-) The/One Oriental style : As suggest Mugen, The Arrow is the weapon, you are to becoming one with your arrow to achieve mastery. The bow is just a gauntlet/Atlat/hilt for the arrow (If your character have inherit someone who pratice an oriental style, this may be your best to go) The difference is more liked to a philosophy/Magical approach of thing; If one firmly believe and was teach that arrow is the weapon then he/she may use arrow as throwing dagger/sword but others who try to imitate he/she could not (the god or spirit will refuse to act). In term of Glorantha's magicology, it is thz difference between an Illuminated Humakti and a classic Hero/Runelord of Humakt : The first understand the very nature of Death and can use arrows (bows) without breaking any geis but the second cannot. May you accept that your character have receive such teaching and bow as heir of an oriental_practionner/Illuminate then he/she can use an arrow (bow) as a weapon/sword BUT all his geis about sword/weapon will also apply to arrows (held or used with a bow) ... nothing come without risk
  5. Both methods ARE FALSEs and incorrects... which creating those exaggerated effects Original table is ONE characteristic VS ONE characteristic : Cha1 vs Cha2 : 50% +5% per Delta (Cha1-Cha2) ie POW 18 vs POW 24 : 50 + 5% x |18 -24| = 50 + 5% x 6 = 50% +30 % Original table with TWO characteristics VS TWO characteristics : Cha1+Cha1' vs Cha2+2' : 50% +5% per Delta (Cha1+1'-Cha2+2') ie 18+18 vs 24+24 : 50 + 5% x |18x2 -24x2| = 50 + 5% x 6 x2 = 50% +30% x2 ==> This is where your "exaggerated and disproportionate effects" came from, so do not use it. Also the substract 21 method just hide the problem, the divide by 2 will stop working if it is One Characteristic vs TWO characteristic (surprise charge STR+SIZ vs SIZ) or even a group fo 3 vs group of 5 test. Which method do you use? Like most, I don't use the table since the mathematic calculus is easy : "50% +5% per delta". As per Original table for 1 vs 1 Characteristics Better : RQ method for Cha1 vs Cha2 : 50% +5% per Delta (D100 scale/roll, Active player make the roll, 1% chance of Draw) Faster : HeroWars/Heroquest method for Cha1 vs Difficulty (D20 roll/scale, Active player make the roll, 1/20 chance of Draw) Stronger : For group/complex tests Cha1 vs Cha2 : Cha1 + 1D10 vs Cha2 +1D10 (D20 scale, each player make a "secret roll" and tell result or lower value, around 1/10 chance of draw at max) In case of multiple characteristics, I add a simple step but very important one. Better : RQ method but best Characteristic for test and others ones as bonus (like passion or affinity). It's still within RQ rules ! Faster : HeroWars/Heroquest test with a bonus +1 to +5 for a supporting chac/skill/spell. It's still within the HW/HQ rules ! Stronger : Just use the sum of all charac + 1D10 per charac : Ξ£ Cha + D10 vs Ξ£ Cha + D10. For the stronger method, you can change the 1D10 to 1-3 D6 for tampering or rising the random/luck effects. 1D6 is ok for low levels, realistics or basic situation and 3D6 is better for heroic deeds, very randomly situation or fantasy bonus (Like Divine Intervention/Inspiration). It's the only way to tamper with your RNG to avoid "exaggerated and disproportionate effects".
  6. Another way to do it : Do not follow the "Rune spell description" which is available to player but what is know about Resurrection by the Priestess. What I mean is : To do the very first ressurection, Chalana Arroy need to go to hell, find the spirit of the dead and have Orlanth (the murderer) be presented before Yelm (the victim) then after they need to convice Yelm to go back with the living (spirit combat). For a Chalana Arroy priestess a resurrection may need/ask for some peculiars extra conditions : CHALANA ARROY accepting the Resurrection (If the body is poisoned, she may refuse as the victim may die again : go find and cure the poison firstπŸ˜‰. Using Divination before using resurrection is mandatory for all my priest(ess) as the goddess may refuse before hand) The murderer, like Orlanth, need to be presented to the victim (Alive or not); If not the spirit combat will be harder +5/+10 Someone who participate to the ritual need to convince the victim to go back to the living world (I personally choose a player with a Risk-to-lose-POW as Damocles's sword if they failed 'cause you don't play with the soul of a victim at no risk. Also a victim afraid to be killed again may be harder to deal with +5/+10 to the victim pow) The body + head need to be the good one, almost intact or healed before hand (a counterspell present may hinder the ritual as well as Eurmal's benediction or any gods/spirits malediction. idem for a shard of TrueStone with such magic). Even If your player know about the spell, in Glorantha, their characters don't !!! a Priestess of Chalana Arroy is the one with the last word about how resurrection may work or why it may fail ! You need first to negotiate with her spending a 3 POW / SEASONS-Worth-of-BLESSING spell πŸ’°πŸ’°πŸ’°. Resurrection also is know to have sides effects : Memory lost (who did kill me anyway ?), Absolute rejection of death or the opposite Absolute fascination of it (Like a I will become a Humakti in glory of Lady DEATH). These are the ways I use to prevent Abusing the gift of resurrection... Lankhor Mhy spells are much more effective in that aspect.
  7. Or just to help a not-so-bright adventurer who got his foot inside a bear trap or any kind of booby trap 😝. but I like Ludo way of thinking out of the box... Devise (05) : This is the skill of both assembling and disassembling mechanisms such as traps and locks. (RQ RiG p186) Disarming such trap need a devise skill roll so the healer should have son experience in this which justify the +10%. It's way better than sawing your foot 🧐
  8. Usually I would say Uleria because The Harp, songs and Emotions really fit the goddess of Love (You can use Ernalda profile in RQG since she is not listed) and in a second hand the curse way make me think about the First Harp Myth and Harana Illor. Harana Illor may still have a tiny cult even if the goddess is no more (the same) and As she hold the Harmony Rune using harmonisation magic (groups trance) really fit her. There could be some second hand gods like Hyraos, Dara Happan God of the Harp and we don't know much about (Good to improvise a new cult, and create a myth where the god like Orpheus lost his love trying to resurrect her and failed and now all his cultists have lost their love to death and must seek the scattered part of the goddess to bring her back to life...). Like there exist a Golden Bow cult, you can also create a First Harp Cult which as a mythic's part of ancient god can still give Rune power but with a limitation of broken curse... Make your choice...
  9. 1/ yes, Chaos is Bad, Very Bad, Wrong and Scary .... 2/ Nope, as sword is not bad, nor is any power, nor is Illumination... just badly use; very-very badly use PS : I've got some thoughts to share about Chaos / Entropy and why they are so much badly understood... but I'll live it for another time. Perfectly agree, And I will say even more.... Arkati Mode On 😈 (To stay in the illumination thread theme) As an Arkati, I'm a tiny bit Illuminated because I understand the universe from an outside point of view (First step of Illumination) When Orlanth refuse to recognize the merit of Malia, he force her to seek a power none should take away from her ... Chaos was created When Orlanth refuse to give justice to Thed, he forced her to seek vengeance ... Chaos was need When Orlanth refuse to kill his faulty brother Ragnaglar, he let chaos roam free ... Chaos expand And finally when Orlanth started to see the danger of the Trio, he still did not send them to hell nor imprison them : Orlanth use death to cut their ties with his tribe and banish them out of his kingdom : Chaos spread to the whole universe. Orlanthi claims that Chaos exist before them to not bear the guilt that their acts create the Chaos : Whenever an orlanthi refuse to recognize the merit of akin, whenever they refuse to give justice to the weak or Whenever they refuse to punish their own criminal kins ... They create chaos ! (Should use this in a scenario ... I'm sometimes very proud of my own impro ^^) Being Illuminated just sometime mean you understand the myths beyond the simple story, the rules of the universe beyond the normal use... a bit like understanding the limits and the mechanic of a spells/ability and going to do a Munchkin's topic post. (Player living outside of the myths are already a kind of Illuminate, they understand thinks beyond what a simple gloranthan see).
  10. Pro- "Zzabur savior of the World"' Mode ON 🧐 The greatest lie of Chaos : making believe you need it and that everything come from chaos... Remember : Adamant is The materialisation of Law which destroy chaos by it simple contact. Chaotic will tell you that Chaos create law which perfectly destroy chaos... yes primal chaos is pretty stupid and no chaos is not a component of Glorantha. The Runes are element of Glorantha, there is no Chaos Rune, no chaos Nexus in the Spell plane, no Chaos domain in the Rune Plane nor any Chaotic Majestic Spirit ... Dragons are the only stranger with an Gloranthan Passport, Chaotic are illegal invaders and Jabberwock are illegal immigrants (in rq3 and only because Sandy really love them ....) Yes, And the removing of Chaos is the next Zzabur's project, the Great Blast was just a misfire... Chaos ultimate annihilation spell is being inscribing right now πŸ˜‰ An Uroxi with chaos features ? Why not a Broo healer of Chalana.... Oh yes the broo healer exist and he remove all his chaotic nature, he is not illuminated, just wise ^^. An any Uroxi getting a chaotic feature should just kill himself right on the spot ! If he can't he will go looking for an Oreanos or a Zorani for an Immediate and swift-Axe-slicing Help. One thing Darius, Why the Garter reference ? Dragonewt don't wear them 🀣 ...
  11. I envision a Great Trolling Moment when the horned man (with Eurmal advice) give you your fist Taboo : "You cannot discorporate unless for doing a taboo pilgrimate". MUAHAHAHAH 🀣
  12. Why only one ... ability extension for 10 AP extension cost 10POW with 9 taboo. I have rolls the taboo, I just have all pilgrimages to do, never use an axe (what for ? I'm shaman not zombie-hunter), and I must cast my spell with spirit-speech in singing (which will torture my enemies eardrums). It lessen the cost and give a real Shaman Vibe to your PC ... Balance + Rule ........... I'm the guy your looking for 🧐 because it's pretty much easy for me who do rules tuning as much as I breath Enchantment by a French Sadistic Sorcerer πŸ˜‰ -Power effect : 1POW for each Intensity, the spell activate for its natural duration with no MP cost. -Duration effect : Depending of the magic used, you can rise the duration or increase number of used before having to recharge the object Theism : 1POW for +1 Extension duration (max 5 POW for 1year) based on extension spell cost Sorcery : 1POW for +3 intensity duration (3POW for a day, 4POW : a week, 6POW a year) based on Inscribing spell Animism : 1POW for first 5 pts spells, 3POW until 1pts, 6POW until 15pts and 10POW until 20pts (For 3 uses, double cost for unlimited use) based on taboo cost progression -Recharge (Cool Down effect) : When expired each matrix need 1 day to a week of cooldown to naturally recharge himself. Generally done in the appropriate place (temple, place of power) or time (Sacred Time, Sacred day of the cult ) for a quick charge (a day). -Extra Cost : Depending of the ritual magic rites (I like hitting players on their pocket money). Theism : 1 Cow or a Golden wheel for each POW, plus an extra cost for runic material (enchanted gold for yelm, iron to humakty). (Gods demand sacrifice) Sorcery : 1-5 weeks for each POW depending on the number of runes and techniques, plus extra cost to feed an protect yourself to not be interrupted. (Sorcerer need time) Animism : A cost worth 1-2 full week for "hiring" 1 shaman Assistant and 1D6 Spirit Dancer for each POW. Extra POW don't need more time but more people 5POW : 5 A.S +5D6 dancers. (Shaman don't need time, they need a big party ... ). Yo frenchy pal, does these balance n' cost please you ? edit : correcting a mispell
  13. Yes, you had to enchant each localisation separately but there was a loophole : You can create an enchantment to cast the spell which affect the whole body (Spell matrix : 1POW => 1PA full body) and the armor / strengthening matrix was per location but with a generous +1D6 Pt (1POW : 1D6 PA per location). The spell matrix was as much over-powerfull as the actual "inscribing spell" but the armor matrix is still a big three times stronger than a spell in terms of cost/effectiveness : -An Enchanted shield with 4POW get an average +12 PA (~24 total AP), rendering most attack ineffective. -An 6POW strengthening matrix on your both arms get you +9 AP per arm And as parry with your hand stop as much as your HP localisation (3+9P = 12 AP), rendering most attack ineffective even unarmed These are the few examples of rules breaking enchantment, 1POW for 1PA per location is the fairest rules to me ............ but it's out of the reach of RQ-G campaign's PC because there is more efficient way to use your POW, so there is no need for armor enchanting when you can create long duration spell in sorcery n' theism OR use a shaman ability to make a permanent protection spell. And in the Orlanthi campaign, there is Orlanthi... Orlanthi skin only wear blue protecting war paint, armor is for the weak πŸ˜›
  14. I hope they do ! Yep, I absolutely totally agree with this estimation... I had done some rough estimation (last week) about them and clearly its too strong because losing 1POW for 1AP cost you 7MP per week but a Sorcerer spell cost around 15-20MP per week to have a chainmail-like armor (depending on rq3/rqg rules), a Runelord need to block at least 10 RP to create shield-spell-with-one-year-duration for equalling the 1POW for 1AP ratio. In terms of POW cost, it was too much advantaging to create a permanent 1AP for 1POW only; For a RQ3 fan, I always hated the POW economy and the Armor enchantment was a good thing for shields and weapons strengthening but far too much powerfull if the protection is extended to the whole body. Any items giving you 1-3 AP was not a big deal but the day you find a ring of protection giving you the protection of a chainmail, without the ENC downside, without need for reparation and at same cost of your chainmail πŸ˜’... you will become a God-Learner breaking the laws of the universe for mass producing magical items cause you found out material armor are trash. After some calculation (I will spare you), The only way to have an Full Armor Enchantment that don't utterly break the system is to have a 1POW for 1AP per location, which mean 7POW for 1 Full Body AP. A bit costly at first sight but more fair compared to other enchantment.
  15. What is canon ? Easy : The Legendary ever-changing color T-shirt of Greg the Great The Vegan Carnivorous read as herbivorous Moro-Tapir And Any Thruth like "There is less gods in Glorantha" followed by "But we can't tell you the details, it will spoils the mysteries". You don't understand @Beorne ? Neither do any of us ! In doubt between two book, take the Biggest and Heaviest books* with the most reference about Danold the Duck and you'll hold the Truth. Duck are the Canon or 🀨 Duck are in the Canon !!? *Usually Glorantha encyclopedia : "The Guide to Glorantha vol1&2", The bible "Prince of Sartar" and the book with the most awesome pics of your library ! (edit : correcting a mispell)
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