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  2. Yes, RQIII had most cults requiring initiates to forget all the sorcery spells they knew (but I once had a player whose character previously wrote all his spells to spell matrixes and was thus compliant). This restriction does not exist anymore. I think the Orlanth (and other cults) reaction to sorcery is more a social one. Once you get the oath, of course, using sorcery is more serious and for me warrants a Spirit of Reprisal (TM).
  3. The way I perceive it, Battle skill has several uses: Tactical or Strategic perception of a situation, or a building (How to defend or to attack this building?). What is the outcome of a non played fight? What is the quality of command of a commanding character? What are the extra results for a character that takes part to a big fight and only a small part is played.
  4. That would be my take.. but previous versions of RQ were quite specific that various cults required initiates to forget all sorcery spells. Now, I would presume that once you've learnt a Technique or mastered a Rune you wouldn't be allowed into Orlanth.. unless you took an Oath not to use any sorcery again (with the consequence being a visit by your non-friendly spirit of reprisal)
  5. What's a "Big spell"? And, obviously, there are sorcery spells that do things that Sprit and Rune magic currently can't do. (just saying!) So, you're actually suggesting that Lhankor Mhy sages are unifying their minds with the Invisible God (that, I presume, they believe doesn't exist) ??? You're actually supporting an argument I was making above that there are actually different types of sorcery, but have essentially the same effects. One is theistic, the other not. Clearly, I think, Mostali sorcery is not exactly the same. My view would be more that Orlanth and others feel that (as per current sorcery rules), sorcerers are "messing" with their runes. And, if you can mess with the big boys' and girls' runes, then you're messing with all of them. LM, CA, Issaries, etc don't feel so protective or worried.
  6. "...learned 10+ spells,... " - if the GM takes sorcery spells to be skills (and personally, I do), then your starting sorcery can have that... Summary - Philosopher gets one Rune and one Technique - plus 3 spells of varying skill. Lhankor Mhy gets Command Technique and Truth Rune Malkioni get 3 Runes and 2 Techniques at start (no specifics). Aeolians get 2 Runes and one Technique. Lunars are unspecified. So, I'm at a loss as to why you'd go the LM way at character creation. Malkioni would be way better (as it currently stands), unless you're really desperate for the Trickster stuff.And, I'm sure there will be versions of Malkionism that will allow initiations into theistic cults (as the Aeolians do). But, we shall see... Why POW over INT? Power is much easier to get than INT... unless you're desperately hoping the GM will allow for unlimited upgrades of Enhance INT. And, don't forget... INT-12 worth of Techniques and Runes.... so, realistically, minimum INT of 14 or 15 starting. So, you're possibly better off going Fire/Sky first, then Moon (those 2 points in INT are invaluable, while the 2 points to POW are only a couple of seasons away... unless you're smart! A smart sorcerer can get that POWer in 3 days!) " Given the Flight discussion earlier, I figure you can get that effect by casting Hallucinate " I can't see a single GM allowing that, considering the "The hallucination is perceived only by the spell’s caster ...is completely undetectable to anyone else". (my emphasis) RE: cult options.... RAW, you could join Eurmal, Issaries, and Lhankor Mhy (and also Chalana Arroy... but pacificism... meh), as they're all part of the Lightbringer gang. BTW, Humakt was illuminated, so having sorcery may not be an issue...
  7. As Orlanth and Lhankor Mhy are treating each other as an associated cult and Lhankor Mhy is using and teaching openly sorcery, I don't think Orlanth has a problem with sorcery, nor with sorcerors. He simply does not teach, nor use it.
  8. My initial thinking (and this should not be an indication of what the rules actually will be) There are two possible criteria: knowledge of a rune and/or technique OR knowledge of a sorcery spell. Based on Jeff's comments about the Open Seas spell, it looks as though knowledge of sorcery spells is anathema. In practice, I don't think this distinction will matter too much as sorcery is really only effective if you cast Big Spells. Otherwise you are better off learning the equivalent rune and spirit magic spells. As to why Orlanth might have an issue with the knowledge of sorcery (which would extend even to Lhankoring Sorcery even though they are the best of friends). Knowledge of Sorcery requires some degree of henosis, the unity of one's mind with the Invisible God (based on Real World Neoplatonism FWIW). This insight is incomptable with the direct worship of other great gods (Gods that are rune owners). This means that worshippers of Daka Fal, Orlanth, Humakt, Ernalda and Yelm cannot learn sorcery. This doesn't explain why other gods might prohibit the use of sorcery (ie Waha or Yelmalio)
  9. I love this topic. I am always looking for new lovecraftian games that could inspire me. Some games that I know, beyond the listed, it is: Realms of Cthulhu: a Savage World setting. I'm not into Savage Worlds, so I don't have much to say, but so much people have good things to say about this setting so I'm curious about it. Here there are some reviews: https://www.goodreads.com/book/show/7434203-realms-of-cthulhu Tremulus: a Apocalypse World Engine game. The system is knowing by its tools for improvised stories. There are playbooks, that work's as occupations. Each one of them has its own movies. Movies are something like the types of action that a player could do with that character. Font: https://www.kickstarter.com/projects/1227949612/tremulus-a-storytelling-game-of-lovecraftian-horro
  10. I've used Battle once in my game back in December, basically for the reasons @Zozotroll mentions. The adventurers had just finished defending a village from raiding trolls (got caught up in a feud between two clans) and were invited to go along on the counter-raid. This was going to be our last session for a couple weeks since I was traveling for the upcoming holidays. So I had the adventurers who chose to go each roll Battle for their personal outcome so that we could move on to the next adventure when we started play again. The highlight for me was that the party's herdsman was an accidental war hero. His brother, a Zorak Zoran Warrior with troll friends, was going, so he augmented with Love (family) and reluctantly went along as well. He rolled a crit Battle and it's been a defining character moment since.
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  12. Victrix make a range of 28mm plastic figures kits (i.e., assembly required) for various ancients armies. I don't own any myself at this time but I've seen them on display and each pack seems to offer quite a variety of options (different poses and weapons combinations) and of course for use in role-playing a bit of mixing and matching could create some quite interesting display figures IMO. https://www.victrixlimited.com/collections/ancients
  13. That sounds logical and interesting take. I will try that on our games (when our RGQ campaign starts)
  14. My understanding, and how I use it is anytime we dont play out a combat, we use the battle skill. Quick and painless. Anything we actually play out, use the results of that
  15. I'm confused about the "Battle " skill, as presented in the RQG book. The RQG book says it "measures how the adventurers do during an engagement", a battle "large or small". In the case of "small", isn't this what combat decides? Is the purpose of the skill to determine the Experience from the Battle Results table after a combat? It is not explained in the Combat section of the book. The example of the use of the Battle skill in the Skills section of RQG describes a scenario a lot like "Defending Apple Lane", but it doesn't elaborate as to whether combat or the "battle" roll determined what occurred, although it does suggest that experience rolls can be determined later. This sounds too important to only appear in writing in the skills section only. What am I missing?
  16. One area which looks decidedly not C&P. Isn't that called a sociopath? So, as per my (facetious) comment above - what's the distinction between "apprentice" and "journeyman" in sorcery? Will there be one? Or doesn't it matter? (or, is the actual distinction between basic student and apprentice who, I presume, will be apprentice-bonded? We shall see...) Is Orlanth's issue with sorcery, or sorcerers? (in the same way that there are spirit magicians and shamans... which is hugely different. And lay members and initiates) By the looks of things, the issue is the type of magic itself, rather than the person casting it.
  17. While I’ve been playing Call of Cthulhu for nearly a decade, I only recently made the jump to the online community, coinciding with me starting to GM games. One thing that surprised me was the high volume of Cthulhu RPG variants and systems, only a few of which I’d previously been aware of. I did some looking around and couldn’t find a good guide differentiating between the different systems—so, inspired by klecser’s post, I decided to do the research to make one. Some of this is cribbed from Jalor218 on Reddit and Morgan on 21st Century Philosopher. Jalor218’s comment that he hadn’t played half the systems he summarized gave me the confidence to take a stab at something similar. If I’ve misrepresented something or left out essential details, please let me know and I’ll be happy to revise this post. Additionally, if there's a prominent system I haven't included, let me know and I'll revise to add it. Call of Cthulhu – Utilizes a d100 percentile dice system called the Basic Roleplaying System, or BRP. Scenarios are usually set in the 1920s. Call of Cthulhu is currently on its 7th Edition, though the rules are very similar and scenarios can be easily converted across editions. Call of Cthulhu focuses on investigation, leaves plenty of room for failure, and has lethal combat. Characters will usually die or go insane. The gamemaster is called the keeper and characters are called investigators. Essential rulebook(s): Call of Cthulhu Keeper Rulebook, 7th Edition Free resource: Call of Cthulhu 7th Edition Quick-Start Rules There are several Call of Cthulhu modules that share an identical ruleset and gaming system to the usual Call of Cthulhu, but have special names to denote a special setting and a unique reference book to assist with roleplaying in that setting. These are: Cthulhu Invictus – Set in Ancient Rome (circa 100 AD). Essential rulebook(s): Cthulhu Invictus Free resource: Cthulhu Invictus reference materials Cthulhu Dark Ages – Set during the Dark Ages (circa 1000 AD). Essential rulebook(s): Cthulhu Dark Ages Cthulhu by Gaslight – Set in 1890s Victorian England. Essential rulebook(s): Cthulhu by Gaslight Achtung! Cthulhu – Set during World War II, with investigators playing Allied agents fighting the Secret War against the Nazi Black Sun. Essential rulebook(s): Achtung! Cthulhu: Keeper's Guide to the Secret War Cthulhu Now– Set in modern times. Essential rulebook(s): Cthulhu Now Pulp Cthulhu – Utilizes a d100 BRP system similar to Call of Cthulhu, but with several unique rules. Scenarios are usually set in the 1930s. Pulp Cthulhu changes the game to turn the investigators into action heroes, similar to Indiana Jones, who are much less likely to die in combat and more equipped to fight the Cthulhu mythos directly. It has a pulpy, action/adventure tone. Essential rulebook(s): Pulp Cthulhu Delta Green – Utilizes a d100 BRP system similar to Call of Cthulhu, but with several unique rules. Scenarios are usually set in the 1990s or modern times. Delta Green presents a scenario in which characters are government agents investigating and combatting mythos elements, similar to The X-Files. It takes the investigative tone of Call of Cthulhu and adds an air of conspiracy and secret societies. The gamemaster is called the handler and characters are called agents. Essential rulebook(s): Delta Green: Agent’s Handbook Free resource: Delta Green: Need to Know quick-start rulebook Call of Cthulhu d20 – Utilizes a d20-based dice system similar to Dungeons & Dragons, 3.5 edition. It was created to maintain the feel of the original Call of Cthulhu, but using a dice system that would be more familiar to Dungeons & Dragons players and which could allow for the porting of characters, monsters, and other content between the two universes. Currently out of print. Essential rulebook(s): Call of Cthulhu d20 edition rulebook Trail of Cthulhu – Utilizes a mostly diceless points-based system (some limited use of d6) called the GUMSHOE System. Scenarios are usually set in the 1930s. The GUMSHOE System is designed for investigative role-playing so that a failed dice roll cannot prevent the finding of a clue. Trail of Cthulhu emphasizes storytelling and interpreting clues, as opposed to roleplaying and gathering clues. Essential rulebook(s): Trail of Cthulhu rulebook Free resource: Trail of Cthulhu downloads and resources Cthulhu Dark – Utilizes a d6, rules-light system. Loosely related to Trail of Cthulhu, with an emphasis on storytelling and the how of things rather than the whether of things. Maintains a focus on cosmic horror within a barebones rules environment. Essential rulebook(s): Cthulhu Dark hardcover rulebook Free resource: Cthulhu Dark: A Rules-Light System for Lovecraftian Horror Lovecraftesque – Diceless, GMless system. Creates a GMless story of a lone character confronting cosmic horror in the form of a mystery that builds to a climax. Each playthrough will create a single one-shot scenario designed for completion in a single session. Players take on the roles of Narrator, Witness, and Watchers. Essential rulebook(s): Lovecraftesque rulebook Free resource: Lovecraftesque free references and handouts The Cthulhu Hack – Utilizes dice of multiple sizes in a rules-light system called The Black Hack. As a rules-light system, this one also emphasizes storytelling and offers player-focused gameplay designed for quick and easy pick-up play. Essential rulebook(s): The Cthulhu Hack rulebook Free-ish (PWYW) resource: The Cthulhu Hack: Quickstart CthulhuTech – Utilizes a d10 dice pool “poker dice” system called “Framewerk.” Scenarios are set during the Aeon War in 2085. CthulhuTech blends Lovecraftian horror with anime-style mecha, sci-fi, and magic. For mature audiences only. Essential rulebook(s): CthulhuTech Core Book Free resource: CthulhuTech V2: The Shadow War Open Beta FATE of Cthulhu – Utilizes a custom dice (d6) system called FATE. Scenarios are set in the present day, with characters who are time-travelers from a dark future in which the Great Old Ones have returned. FATE of Cthulhu sets Lovecraftian horror against a Terminator-like backdrop. Essential rulebook(s): On Kickstarter now.
  18. I would just go to Wargames Foundry and use stuff from their Ancients range. Specifically their "Myceneans, Minoans, and the Trojan War" range, the "European Bronze Age" range, and pick and choose from some of the others. Many of these ranges have packs of "heroes" that would make decent PC's, and fit with the current overview of Glorantha. Me though, I want the Trollkin Forge stuff back! SDLeary
  19. Well, they were still around at the Dawn (including the Berenethtelli and the others from the game), so probably? ... although some tribes definitely fell apart, and presumably also clans that never actually joined tribes (should've thought of that, given KODP--it's just that by the end of Ride Like the Wind all the Rams we know of are in tribes...).
  20. We are trying to save and migrate them. We have no further specific news on that at this time. We want to preserve that content.
  21. "The mythical roleplaying game from the co-creator of RuneQuest is a legend in its own right, and continues to define epic adventure decades after its release. Pendragon is a fantasy RPG like no other... it represents a master of roleplaying and worldbuilding at the height of his powers." Recognition of Greg Stafford's genius in this great review of KING ARTHUR PENDRAGON 5.2 in the latest issue of Tabletop Gaming Magazine (May 2019): http://bit.ly/2IVCmD2
  22. I am having the exact same problem.
  23. Me too. The Fate SRD website has the highest level of formatting I'd care for.
  24. A small indie magician some of us are really into. You probably haven't heard of him, he's pretty obscure. (The alternative answer on a blog I read where people go to trolling each other with quotes from and about Slavoj Zizek would be "a Slovenian philosopher", which, really, would be just the shakeup the stodgy peoples of Genertela need.)
  25. Finally got hold of my slipcase, bestiary, and GM screen. They're rather splendid looking things. One thing that is bugging me at the moment, though, is how to deal with the GM screen. It looks cool to have the illusion rule on the spine to go with the other books. However, that sheet of paper is very light, and seems to be tricky to get in and out of the little half-box that holds everything together. I wondered if I should laminate it, or glue it to some thick card so it's a bit more robust. What do other people do to make their GM screen look nice in the slipcase, but still easy to get at its contents?
  26. Were tribes still around at the time of the zenith of the Darkness?
  27. As a mechanic, I can see the Augment chance being negative as a feature, not a bug. Any time a character wants to do two things at the same time that require both to work, making her augment one with the other and either get a bonus or a minus makes a lot of sense. EXAMPLES: Um has Hide at 75%, Move Quietly at 80%. He's trying to sneak up on a Lunar camp at night. He needs to both move in cover and be quiet, so the GM says he has to pick one skill, roll an Augment check, then use it on the other. Um Augments Hide with Move Quiet, hoping to roll under 80 and boost his Hide to 95%. Unfortunately, he rolls an 82, lowering his Hide to 55% because he's making noise. Luckily he rolls a 32 and manages to get up to the sentry undetected. Kat has Jump at 50% and Climb at 60%. She wants to move quickly through the trees to attack the Lunar camp from behind. She decides to augment Climb with Jump. She rolls a 42 and gets +20% Climb to 80%, then rolls 03. Crit Climb! She comes at the Lunars from the trees, surprising them and attacking without warning. Seems like a bit more fun and a bit more forgiving to the characters than making them roll both skills and succeed at both. With a miss on the Augment, Kat's Climb would still be 40% but requiring her to make both lowers her chance to 30%. Breaking it down, with Augment, 3% of the time she's got a 110% Climb, 10% of the time she's at 90%, 37% of the time, she's at 80% Climb, 47% of the time she's at 40% and if she fumbles (02%) she's at 10%. Rough math gives her about a 58% chance in the end. So the required Augment is definitely in her favor. With Um, forcing him to make two checks gives him a 60% chance of success, despite his high skills. With mandatory Augment, 80% the time he'll have a 95% Hide or better, 19% at 55% and 1% at 25% for a rough chance overall of 87%. He's rewarded for having two skills that synergize instead of punished. TLDR: Mandatory Augment is more fun and more player friendly that having them roll two skills separately to achieve a single result.
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