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Showing content with the highest reputation on 10/19/2017 in all areas

  1. 2 points
    I’ve not done extremely high play with it, but I can talk a bit about it. If you have a sorcerer with a 130% skill level in his invocation and his shaping skill, and he has an 18 in POW (all of these are pretty high but not completely unobtainable), he could, for example, transmute 9 people to gold at 1800km in a couple of seconds. If you had a mystic (with mysticism) at that same skill level, he’d be able to maintain a couple of skills at 2 steps easier (essentially, it would double his skill) and maintain 2 extra actions as well. He would be going into combat with presumably equivalent of more than 200% in skill and would be dropping his opponent’s skill level by the difference between his skill and 100%. Classic Fantasy models some of this very well, where rank 4 and 5 characters (equivalent to high level d&d characters) are summoning demons and able to fight multiple giants at the same time. I had a rank 2 (equivalent to a level 5 character) one shot an ogre in one game. Luther Arkwright psionics would be looking at inflicting half a dozen or so points of damage to all locations bypassing armor for a single magic point. Enough to kill most humans pretty much at will. Could also be tossing around humans with telekinesis. Luther Arkwright also brings forth a lot of Traits - special abilities- that are the equivalent to Gifts in the main book. Things like adding your Str to your Con and Siz for determining hit points with the skill increases, the important thing here is that once you get over 100, everyone drops by the same amount, so it stays comparable. With damage, the damage scales pretty slow, so one point can mean a lot. Classic Fantasy adds in a few things to emulate the genre - martial characters all get extra actions to attack or defend, some get extra benefits form armor, etc. I can say that the characters in my game felt a lot more powerful than standard Mythras characters.
  2. 1 point
    Looking at the way the cult runs, I disagree. There’s a BG shrine at the Paps, as part of the Earth Temple. Under RQG shrines give access to one cult rune spell and are run by a godtalker. They can regain their rune points there. It’s a tiny cult protecting a tiny population of earth priestesses. The cult has no rune priests, Just runelords that fight. The cult only exists as the ancient shrine is there and few have a calling to that particular role in the Wastes. Think of them a bit like the Swiss guard at the Vatican. There are about 16 Ernalda priestesses amongst the nomads (Pavis & Pavis county orlanthi) and they are mostly Pol-Joni and Agimori. To become powerful in this cult is hard, most will do a pilgrimage to other temples to learn more magic.
  3. 1 point
    Wow you made magical people rarer! 5000/100 = 50 by my guidelines. Another standard breakdown we use is for populations - half are children and then the remainder 50/50 men and women. It too is a useful guideline. So Orathorn’s 5k population gives us 2.5k adults. Let’s say half of them practice sorcery that gives us 1250 sorcerers. 1 in 100 is a powerful mage, so roughly 12-13 “Magic” people - oooh, that’s a mysterious Council of 13 that runs the city of Orathorn. You are welcome as before to fudge the numbers to suit, but personally I believe my mysterious Council of 13 trumps your 5 sorcerers on the MGF front.
  4. 1 point
    It has been suggested that one can import Legend's Heroic Abilities with no issue at all, actually.
  5. 1 point
    Yes it's not too bad. There is also an upcoming Lankhmar release from Goodman Games, who have recently crowdfunded a huge Lankhmar thing. Their system is 'Dungeon Crawl Classics' but I like to collect any Lankhmar-related RPG material.
  6. 1 point
    You might also want to check out Lankhmar Unleashed from Mongoose. It was written for Mongoose RuneQuest, but it has some bits that would be easily adaptable to Magic World. I started my own MW adaptation for Lankhmar and I found its corruption rules helpful. You can't get the PDF any more, but I found a pretty cheap physical copy for about $12 on Ebay about a year ago. (Amazon currently has a copy for $11.50 FWIW). Might be worth it just to mine for ideas?
  7. 1 point
    On a macro level, I tend to believe that Magic is a wash. For every Repair spell there is a renegade Gremlin running around breaking things. For every Plowsharp, there is a stubborn Stone Spirit refusing to be budged. The simple existence of Heal2 means that people are far more likely to resort to swordplay over minor disputes then they would be in our world. The main "economic" difference I've seen mentioned is the big reduction in child mortality. A much greater percentage of Gloranthan births result in adults than was the case in the RW until very very recently. This extra population is, of course, then "spent" on battle fields and in various natural and magical disasters.
  8. 1 point
  9. 1 point
    Thanks for that Raleel Looks like I may be investing in both those books for the future then
  10. 1 point
    Thank you, Questbird. Given the nature of Lankhmar, and me not wanting to be too rulesy with it, I have devised this simple corruption system Magic is powerful in the world, but it is also feared by its people. Using magic must be done carefully, mostly in secret, where no one can see you practicing it, unless you are foolhardy to do it openly. I have added three Magical Skills to the Game: Dark Magic (used to cast Dark or SHADOW Magic) INT + POW at the start, Hedge Magic (Balance and Light Spells) INT + POW, and Enchantments (INT). These skills cannot be raised in character creation. This reflects less powerful mages at the start. Each time you increase your Dark Magic skill by 10% you receive either a chaotic feature, or in my game a corruption feature. When you reach 100% in Dark Magic casting, you are 100% corrupt, and an abomination to look upon. Of course, your physical appearance can be masked. A Dark magician can only cast Shadow Spells. A Hedge Wizard can only cast Balance and Light Spells (which are all taken from the spell compilation from this site. Hedge Magic is non-corruptive. But still needs to be done in secrecy. I look at Hedge Magic as "White Magic", they can cast Both Light and Balance spells. PS one of the reasons I like Magic World is its spells. I wanted to devise a system that utilizes all of them. Not restricting any of them from the game. You still need a POW of 16 or higher to become a sorcerer, regardless of which magic you choose to cast. I will also use Demons and summonings in this game, which is only available to Dark Mages.
  11. 1 point
    This is an interesting number, but I'm curious to clarify one term: what are "magic" people? Someone who knows a single spell? Somneone with a reasonable "adventurer's selection" of spells? A Rune-level? Someone with a single, weak spirit? (&etc) Any/all of these, collectively? I would presume the "one hit wonder" -- a single spell or spirit -- to vastly out-number all the others put together; does that accord with your own thinking? === Also, I wonder if this "general" number isn't something that should skew at aome places and some times. For example, most armies will be HUGELY more effective if relatively-minor injuries can be quickly patched-up and the soldier can be returned to the line at 100%; so an army in the field seems likely to have a LOT of Healing magic. Similarly, logistics/supply are understood to be a key limit on an army, so transport-magic would seem to be over-present vs. that "1:100" ratio that defines "normal." A major temple might have a LOT of initiate/acolyte types who are striving to enter the formal priesthood, and have learned 1-3 spells most-useful or most-honored in their Cult; there may be a few wash-outs lingering in the area, who've learned even more magic before being judged "not quite priest(ess) material" or running afoul of a senior in the Cult... On the other hand, the very edges and margins of cultivated land or viable grazing may be relegated to the most-marginal folk, who are UNDER-represented for magic, and have much FEWER than 1 in 100... Etc...
  12. 1 point
    When I run games for Gloranthan newbies, I give a very short overview: Glorantha is a Bronze Age setting of tribe and clan, priest-kings and heroes. It is polytheistic, in that there are many gods and all are real - you are initiated into the secrets of one of these gods and are a member of its cult. Your main gods are Ernalda the Earth Mother and Orlanth the Storm King, but there is also a god of war and death, a god of scribes, a goddess of healing, a god of trade and communication, a goddess of earthquakes, a goddess of vengeance, etc. etc. The Runes are key to understanding the magic and mythology of the gods - each rune is symbol for an important concept or archetype inherent in the cosmos - Air, Earth, Beasts, Mortals, Truth, Harmony, Death, etc. You as a character have Runes that are strong with you. Your loyalties are to your family, your kin, your tribe, your cult, and maybe to a king, warlord, or emperor. You are playing characters from a confederation of tribes called the Kingdom of Sartar. For the last twenty-three years it has been occupied by the Lunar Empire, who worship demons of Chaos and have tried to humble your gods, but earlier this year a dragon rose underneath their grand temple and devoured most of the Lunars in Sartar. Your community is now free, but everyone knows the Lunars will try to return. Despite that, conflicts, grudges, and old feuds with other tribes seems far more real than the inevitable return of the Lunar Army. And then jump into character generation, where they learn more ("what god can I worship? etc."). Players get the tropes quickly, they can learn more as the game progresses.
  13. 0 points
    There won't be any more pictures.
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