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  1. System-wise, there are distinct similarities: Same characteristics - 3-18 range Hit Points per Location Percentile Skills Passions Cults Detailed Combat Lower & Higher Magic forms Creatures with full stats, so playable as characters within reason and some bounds But there are differences within the common elements. Mythras differs here: No General Hit Points Mythras uses Luck Points and Action Points Skill values based on sum of two characteristics (or a single characteristic x2) Different spread and handling of skills: Crits on 1/10th skill value, no Special Success, no Resistance Table Passions augment skills without having to roll, and don't risk reducing a skill if failed Combat takes a very different approach to resolution with a lot more tactical options and the use of Special Effects No Strike Ranks - Mythras uses weapon size and reach instead Magic works very differently. Five systems: Folk Magic, Animism, Theism, Mysticism and Sorcery - all fully detailed, but with different approaches and effects Another underlying difference that may not be so evident is the design philosophy behind the Mythras rules. It's not based on RQ2 to the same extent as RQ:G, and therefore a lot design choices and decisions move away from design decisions that underpin RQ2 (such as the Resistance Table). But the two games have a common heritage and thus a lot in common. Mythras is a toolkit that requires some thought from the GM, whereas RQ:G is tied to Glorantha and thus has that consistent reference point throughout. As David Scott suggests, take a look at Mythras Imperative which gives you a very good idea of the system, and showcases the differences I've outlined above.
    6 points
  2. By Jason Durall, RuneQuest creative director The Starter Set for RuneQuest: Roleplaying in Glorantha is coming! Between now and its release later this year, RuneQuest creative director Jason Durall's Design Diary will share insights about the development of this exciting new boxed set which will introduce the RuneQuest RPG and Greg Stafford's mythic world of Glorantha to all-new audiences. Diary #1: What to expect in the RQ Starter Set Diary #2: Cover Art reveal, and what's inside the box Diary #3: The new adventurers Diary #4: More about the new adventurers Diary #5: Welcome to Jonstown, setting for the Starter Set (guest post by Jeff Richard) Diary #6: Creating the Jonstown City Maps (guest post by Jeff Richard) Diary #7: Printer's proofs are back! Diary #8: A Gateway to Adventure Diary #9: Beyond the Starter Set Diary #10: Take a look at an advance copy of the Starter Set (guest post by Rick Meints) Diary #11: The back covers make a map! (guest post by Michael O'Brien) Diary #12: Putting the SoloQuest in RuneQuest A guest post from Chaosium's James Coquillat and David Naylor Last year, the two of us were excited to be given the chance to help write the upcoming RuneQuest Starter Set's solo adventure. As Jason notes in his previous Design Diary, this was to be a one person scenario introducing new players to the setting and mechanics of RuneQuest that would also excite veteran adventurers with a thrilling standalone story they can play through on their own. In the solo adventure the reader plays as Vasana, a capable warrior and leader, as she experiences the perils of a pivotal battle in the war between rebellious Sartar and the Lunar Empire. As relatively new Glorantha fans ourselves (both born over a decade after the third edition was released), we worked closely with the RuneQuest creative team to develop the scenario. Using Twine, the open-source tool for telling interactive, nonlinear stories, we designed the story structure and incorporated all the mechanics and mythology that made us fall in love with RuneQuest. As Vasana navigates the conflict, the reader will learn crucial RuneQuest mechanics like drawing inspiration, using rune magic, striking, parrying, and planning manoeuvres. They'll have the opportunity to choose their own route through the conflict and, depending on Vasana's actions and success, the Battle of Dangerford's outcome could be very different. Using the standard solo adventure framework of branching narrative threads, we pinned distinct scenes that would always happen and used these situations to teach fundamental mechanics. We then allowed the branches to splay apart and ripple with the reader's actions so that unique events and mechanics could be introduced. Not every reader will discover the relevance of the Crimson Bat. Not all readers will stand before the Judge of the Dead and enter into Spirit Combat. Some readers will favor stealth and finding secrets. Others will charge headlong into battle and earn honor for their name and tribe. Each playthrough will give different results and although set pieces will be revisited, they'll never be quite the same. One way we made sure that each reader's playthrough will differ is by tallying a Battle Result Total (BRT) throughout the adventure. When Vasana's actions give the Sartar rebels the upper hand, the BRT increases. When she fails or costs them valuable resources, the BRT reduces. Depending on the final tally, the battle can have several different outcomes. But we won't mention them here. Some things are best discovered! The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    5 points
  3. I have read somewhere that oasis in the Wastelands are neutral grounds. So what actually happens when someone comes to an oasis already occupied by a clan ? Do they fight each other out ? Do they bargain ? Is there any ritual or customary rule (like in the To the Giant Land scenario) ?
    2 points
  4. Not quite - they remained loyal to the OOO in the Battle of Night and Day, and they followed Arkat when he attacked the Bright Empire together with the OOO. Things soured between the Heortlings and the Kingdom of Night after they lost the tribute from Dara Happa but the Shadowlords still insisted to re-distribute that extra income to the trolls of Dagori Inkarth and Shadow Plateau according to Arkat's Command. This led to the Tax Slaughter of 1580, after which only the Esrolians and the Hendriki continued to honor the demands of the Shadowlords (providing for the Shadow Plateau, as had their ancestors, and not for Dagori Inkarth). The Kingdom of Orlanthland and its successor, the EWF, stopped acknowledging the Only Old One's authority over them, but allowed those tribes who chose to remain under his shadow to continue worshipping the traditional gods without suppressing that.
    2 points
  5. The rightly-famous Borderlands book presents a scenario like this. The players need to re-provision at Hidden Green, but are stopped by nomads from four different tribes who say the oasis is already at capacity and if they are to use this place, one of the groups already present must leave. To decide who stays and who goes, the players compete in five contests (one for each group present, and one to be chosen by the players); if they can win three of them, then the defeated group with the fewest members has to leave. If they can't win at least three of the contests, then the players can't stay here, and they'll be attacked if they refuse to leave. We might assume this is at least one way for an oasis to change hands between clans or tribes, but if the losing tribe refuses to accept the outcome, maybe on grounds of some unfairness, then it might escalate to actual battle outside of the oasis, where the rules against violence don't apply. I imagine that usually, those involved recognize that it's to everyone's benefit not to tempt violence within the oasis itself, even if that means vacating it for now, but there could still be some tense standoffs as people weigh their options and wonder how far the other is really willing to take this.
    2 points
  6. Ah, how the memories of men wither with all that sunlight beating on their heads! Better to spend some time in the shade, and regain their wits! How soon they forget that their people were fed and protected in the Darkness by the valor and generosity of Ezkankekko and his trolls of the Black Glass Palace! The Kimantorings who braved the dying cosmos to connect the last holdouts of life, and the wealth and sustenance spread among those holdouts through Argan Argar's night markets! The secrets of Darkness shared freely, and the leadership of the Only Old One at the Unity Battle! The Shadowlands were the debt of honor and gratitude the peoples of Genertela owed the Only Old One. He asked for two things: tribute, which he shared back among the people through the night markets and the Equal Exchange; and recognition, of debts owned and honors received. In return he gave back his friendship and protection, the benefits of trade and peace, intercession with the powers of Darkness, unity with friends and against enemies. The Orlanthi of Dragon Pass rejected their place in the network of trust and tribute that had united Kethaela through every generation between the Unity Battle and the rise of the Bright Empire. They did so with methods that ensured the Shadowlands and Only Old One personally would never completely recover, possibly retreading some of Eurmal's most sordid steps in the Lightbringers' Quest to accomplish it. After the Tax Slaughter they took their newfound 'freedom' from Only Old One's counsel and went on to found the Empire of Wyrms Friends. Didn't that end splendidly for everyone? I forget. Too much time in the sun.
    2 points
  7. yes, certainly this is the reason Esrolia joined Argan Argar's kingdom and why to this day its soldiers are called "Kimantorings" /s
    2 points
  8. Where did the star/planet-killing Jugger come from?
    2 points
  9. Although very much mechanically related, the simplest answer is that Mythras has no Gloranthan background. I would have a look at the free Mythras Imperative: http://thedesignmechanism.com/downloads.php These two threads may also help: https://forum.rpg.net/index.php?threads/differences-between-mythras-chaosium-runequest-runequest-6e.844270/ https://www.reddit.com/r/rpg/comments/ejt7qa/runequest_vs_mythras/
    2 points
  10. If Iron has a planet, wouldn't it be one that rose AFTER the Golden Age? It would be kinda weird to have an original "Perfect Sky" planet representing iron, a metal that did not yet exist. (Or at least, not known to exist).
    2 points
  11. A Rough Guide to Glamour has just won the Gold ENNIE Award for "Best Organized Play 2021." Awards ceremony here. Acceptance speech here. Excuse me while I have a little lie-down.
    2 points
  12. That's not a joke, that's just a reality
    2 points
  13. While true, you wouldn't be doing this in mass melee combat... And I'm sure a Berserked Dark Troll Zorak Zorani won't care fiddly squat for your letters.
    1 point
  14. 1 point
  15. Someone rolled a 01! The first RuneQuest Starter Set sold anywhere in the world... we got some advance copies in for Gen Con, fresh off the boat. If you're at Gen Con hurry to our booth #403 before they all disappear! The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    1 point
  16. Yep, definitely errata. That example is probably a carryover from RuneQuest First Edition, where there was a two-handed heavy mace that inflicts 1D12 damage (the one-handed version inflicts 1D8 damage). Weapon statistics were changed in RuneQuest Second Edition and that example was never updated to reflect the revised damage. Change it to "... a roll of 10, the maximum a heavy mace (cudgel) can do ..." and that should work. In the RQ1 version, the GM rules that the critical hit against no armor does double damage, thus Herkan took 20 points of damage and the fight was over. In the RQ2 version, the GM doesn't make that double damage ruling for the critical hit, so Rurik inflicts 10 points of damage -- which is 6 over Herkan's abdomen of 4 -- and the fight is still over. And yeah, as PhilHibbs noted, kinda funny seeing an errata still kicking around from the good old days. Nice one! 🙂
    1 point
  17. Page 26: Experience Check Example "Shorban the Dumb, with an INT of 8, has a minus 3% to his chance of learning from experience." Where's the -3% come from? There's an extra 3% for every point of INT above 12 (on page 25), but I can't find any rules about a -3%.
    1 point
  18. I think the biggest shame is that there isn’t any edition of the game in print that still includes the full Call of Cthulhu short story by Lovecraft anymore.
    1 point
  19. An alchemical exegesis: There are, of course, several planets that move in the Gloranthan sky: a blue planet, a red planet, a yellow planet, a pale yellow planet, a white planet, a broken orange planet, a dark red planet, a twin planet that changes color, and a boat planet. There's also a gray planet, and a lost planet. But never mind them. Now, in historical alchemical texts, it was conventional to use astronomical names as references for various metallic substances. Let's presume that this is the case in Glorantha for a moment. We have the following known common metals of Glorantha: Lead Aluminum/Mercury Copper Gold Tin Bronze Silver Iron Either eight or nine. There are currently nine planets. Let's play around for a moment here. Uleria/Mastakos: the blue planet, moves quickly across the sky, seems likely to be associated with water somehow. Dendara/Moskalf: the white planet, definitively associated with earth Lightfore/Yelmalio/Kargzant/Antirius: the yellow planet, the Little Sun, clearly associated with fire and the Sun. Lokarnos/Issaries' Mule: the pale planet, presumably a very pale yellow, elemental associations uncertain Shargash/Tolat/Jagrekriand: the red planet, associated with fire and sex and war and death. Orlanth's Ring: the broken orange (and green) planet, associated with the air. Artia: the dark red planet, associated with the moon. Twinstars: the color-changing twin planets, associated with the moon. Boat Planet/Anaxial: the boat planet, associated with boats and presumably with the sea. We can make some elemental associations right off the bat: Lightfore: Gold Orlanth's Ring: Bronze Uleria: Mercury (Quicksilver) Boat Planet: Aluminum (it floats) Dendara: Copper What is still needed: lead, tin, silver, iron. From here, it gets more speculative. One scheme: Lokarnos: Tin. Pale planet, associated with the predictable motion of the Sky Dome. Shargash: Lead. Shargash is an underworld deity. Artia: Silver. Artia, as the bat planet, has very plain associations with the Moon. Twinstars: Iron. Last planets to be identified as such. But then again, three of these are southpath planets. They move irregularly. So let's assume Lokarnos is tin-associated and consider a more complicated possibility for the Southpath: All three planets on the Southpath carry all three associations in different quantities. That is, Shargash is the iron planet because of his association with violence and death, the lead planet because of his underworld associations, and the silver planet because of being the first planet to complete the moon technique of death and resurrection. And Artia is the iron planet because bats are associated with death, the lead planet because she's also an underworld deity, Nightdaughter, and the silver planet because moon. How are the Twinstars associated with iron or lead? That demands further development/research (i.e. it beats me!!) But the inconsistency of the three planets in their motions is explained by their variance between these three phases, as they attempt to incorporate the sky's opposite, the artificial metal, and the balance metal of the Old Gods. So after all this alkahestry, are we any closer to an elixir vitae? Perhaps, perhaps not, but the value is in the journey.
    1 point
  20. It was on the list of things to turn off, and we finally got to it.
    1 point
  21. We continue to update and redevelop older scenarios in balance with new material. Converting older material remains an easy option for scenarios that have not yet been updated. And vice versa 7th edition continues to be a very popular edition and is bringing new folk to Call of Cthulhu everyday of the week. It’s great to see the love for the game from old and new players alike. Thanks to you all for continuing to support Call of Cthulhu and Chaosium. Best regards and Cthulhu F’tagn!
    1 point
  22. It makes no business sense, to me, to continue to sell an older edition when the focus is on the newer edition. 7th ed. is the current version and the edition for which content is being written and updated. I think 6th ed fans have been lucky to have been able to access digital content for so long after the physical content went out of print and was replaced. I am surprised the older content has been available for so long after 7th Ed. was released. I suspect that this may just be a case of dealing with things in an order of priority wherein killing 6th Ed. content has just not been as important as publishing new content. They just finally reached a point where someone could devote the time and energy needed to take care of these loose threads.
    1 point
  23. So, a year and a bit on - would anyone be willing to look over a revised set of Weapon Classes and tables I have put together? I've gone back to the Elric! source(s) (original book and GM's Pack) to try and correct some of the OCR / transcription errors that snuck in, as well as revising the weapon groups a little to make them more logical / coherent - I make no particular claim to the latter changes being "more accurate"! It also includes a few nips and tucks regarding e.g. strangler's cord, burning torch. Since a chunk of the text describing the weapon's classes is verbatim from Magic World I won't be posting it publicly until its finalised and I've run it past Chaosium but would welcome some other sets of eyes to look over it. Let me know and I'll put a copy up somewhere private and message people a link.
    1 point
  24. By Jason Durall, RuneQuest creative director The Starter Set for RuneQuest: Roleplaying in Glorantha is coming! Between now and its release later this year, RuneQuest creative director Jason Durall's Design Diary will share insights about the development of this exciting new boxed set which will introduce the RuneQuest RPG and Greg Stafford's mythic world of Glorantha to all-new audiences. Diary #1: What to expect in the RQ Starter Set Diary #2: Cover Art reveal, and what's inside the box Diary #3: The new adventurers Diary #4: More about the new adventurers Diary #5: Welcome to Jonstown, setting for the Starter Set (guest post by Jeff Richard) Diary #6: Creating the Jonstown City Maps (guest post by Jeff Richard) Diary #7: Printer's proofs are back! Diary #8: A Gateway to Adventure Diary #9: Beyond the Starter Set Diary #10: Take a look at an advance copy of the Starter Set (guest post by Rick Meints) Diary #11: The back covers make a map! (guest post by Michael O'Brien) When deciding on the contents for the RuneQuest Starter Set, the design team had many discussions sorting items into “nice to have” and “must have” categories. It was obvious that a solo adventure was a critical "must have", to teach players and gamemasters about the setting and the rules. We wanted the soloquest to really embed the player in a truly Gloranthan experience. While it would have been oh-too-easy to do something self-contained and relatively timeless – a contained physical environment with limited choices – that would not really give the experience of roleplaying in Glorantha. So we went ahead with something much, much more challenging and ultimately, we hope, rewarding for players. To that end, we decided that the soloquest should be both epic and personal in scope. As we rolled through all of the options, a few core elements crystalized: Opportunities for combat, both personal (ranged, mounted, and melee) and in the scope of a grander engagement. Teaching the rules, especially important mechanics like Runes, augmenting with Passions, and solving problems through a variety of approaches. Real stakes, with the player’s choices and their contributions to the battle at large making a difference between success and failure. Immersed in the world, with the player taking part in one of the more pivotal conflicts in Dragon Pass, the Battle of Dangerford. Magic and worship, both giving the player a glimpse of how personal and Rune magic might be used, but also demonstrating the way adventurers interact with their gods. Once those were established, we went back-and-forth a bit on whether the soloquest would be suitable for any adventurer, a limited few, or just one predetermined adventurer. As a multiple-branch adventure is incredibly complex, it made more sense to focus on one solid experience rather than try to cater to a variety of adventurers with radically different play styles and roles. So, with that locked down, the most suitable adventurer for the role was Vasana, a fierce and honorable fighter with a powerful bison mount, a worshipper of Orlanth’s Vingan aspect. We finalized an outline, discussed the decision trees that would cause the adventure’s many branches and outcomes, and then got to work. After an early attempt to begin writing the adventure in a hyperlinked text document, we switched to Twine for the real development, and at the time, due to limits to editorial bandwidth, the best decision we made was to bring in newcomers to the RQ team, but experienced writers for Call of Cthulhu and also, experts in Twine. Thus, James Coquillat and David Naylor found themselves enlisted with the challenge of actually writing the thing. With that seemingly impossible list of requirements, they got to work... Next Design Diary: James and David on writing the Battle of Dangerford SoloQuest The RuneQuest Starter Set is Almost Here! The RuneQuest Starter Set contains everything you need to play an epic roleplaying game of gods, cults, magic, family, and fantasy and is coming soon! Sign up with the link below and by Issaries, you will receive an email as soon as the RuneQuest Starter Set is available to order! CLICK THIS LINK TO SUBSCRIBE
    1 point
  25. Looks like you failed to cast Dormal's Open Seas and the Closing has settled in upon you. Hopefully you have not attracted Zzabur's attention to the real ships....
    1 point
  26. The giantess Tadc and her bear companion, Terrorpaw, have seized a group of terrified villagers and hold them in Tadc's lair. A rescue party has been assembled to free the villagers and end the giantess's reign of fear over the land. The third in our series of Combat Training modules, Brace Yourself deals with fighting creatures. Both the foes in this module (the giantess Tadc and her bear companion Terrorpaw) are larger and stronger than the characters, and use different tactics when fighting. They therefore require a different approach if they are to be defeated. Brace Yourself! explores the options available to both players and GMs, and shows how different fighting styles can be used to handle multiple foes simultaneously. It also shows the importance of terrain and advantageous positioning - useful things to exploit no matter what size the opponent. As with all the Combat Modules in this series, Brace Yourself! includes a tactical map and downloadable tokens for use at the table or in a virtual tabletop environment such as Roll20 or Fantasy Grounds. Brace Yourself! Is $3.99 for the PDF, or $9.99 for the POD edition (with free PDF and tokens, and available via Lulu and DrivethruRPG). TDM Lulu DrivethruRPG
    1 point
  27. Sea Season 1621 – When word came that the Lunars had failed to stop the Giant Cradle at Pavis, Count Solanthos of Sun County resolved to take the prize when it floated downriver to his lands. In the failed attempt to capture the Cradle at Harpoon, almost the entire military and magical resources of the Sun Dome Temple were mobilised. Afterwards, agriculture across all of Sun County suffered. Spring planting had been disrupted, and a lack of oxen meant many farmers now had to resort to pulling their own ploughs. Furthermore, despite the efforts of the priests, many of the rituals performed to protect and boost the coming harvest either failed, or seemed listless, flat, and lacking vitality. At the same time, levees would burst, and channels would clog or divert at inopportune moments. The waterways of the county were plagued with stinging botflies. It was clear that the Zola Fel was angry with the Sun Folk for siding with the Lunars against the Cradle. At the Count’s command, Lord Invictus had the River Ritual reenacted, seeking at least to make amends with the river. But the chosen participant, the popular rune lord Wulf*, was later found drowned – this despite a full suite of chanting priests supporting him and hundreds of farmfolk fervently praying along the riverbanks. Clearly the river god remained unappeased. *that's Wulf, as depicted by Luise Perrine in RQ2's RuneMasters. The updated POD edition restores material previously cut from the original, specifically each of the 45 character backgrounds. There Wulf is described as "the son of a thane of the Telmori tribe in Sartar. Growing up as a barbarian, he joined the Yelmalio cult to learn to use a pike." So poor Wulf definitely has an interesting back story... Later on Wulf's character description notes, "As his unpadded armor tends to chafe, he tends to be very short-tempered when wearing his armor." (he has the geas, 'never use padding'.) (These restored character descriptions are entertaining, and make for a more well-rounded book. Some even have special heroquesting abilities! The descriptions were cut from the original 1981 RuneMasters for space reasons when, according to the author Bill Keyes, Chaosium at the time "decided to compact the material into a $5 size book instead of an $8 size book." It's great the new version has them included.) [I posted this over on the RuneQuest Facebook group; posting here too, for ease of future retrieval]
    1 point
  28. It's a lot simpler than any prior edition. I think that's an improvement and I think any attempts at English revival by Chaosium could take notes.
    1 point
  29. HORRORS OF THE WINDSTOP With the Windstop other terrors came to Sun County. Fertility blessings failed as animals and children began to die in the womb, gravely endangering their mothers as well. Out of the Great Bog came swarms of locusts, both normal-sized and giant. With them came gangs of ravenous wild trollkin, some even riding the huge flying insects. They swept through the farmlands, stripping all the vegetation in their path. In their wake came a plague of famished traskars and cliff toads, driven from their usual lairs by hunger. Even more disturbingly, chaos horrors emerged from a great eruption of sinkholes that appeared around the abandoned village of Rabbit Hat, formerly a center of the illicit hazia trade. As the fields dried up, more such holes began to appear all across Sun County. Investigating parties sent in by Vega Goldbreath found themselves in a dangerous and confusing network of excavated tubes, suggesting a widespread subterranean infiltration of the land by Krarsht, the Devouring Mother. The leaders of Sun County were sorely pressed dealing with these calamities, but the real crisis lay in the dwindling supply of food. As even harsher measures were enacted against hoarding, people began to accuse their neighbours of being in league with Krarsht.
    1 point
  30. A bit more about the Cradle aftermath — In the reproaches and recriminations that followed the Cradle debacle, the chagrined Count Solanthos saw fit to squarely lay all culpability on his frontline commander at Harpoon, the Light Captain Lord Invictus. Solanthos had sent a contemptuous message to his rival and overlord, the Lunar Governor Sor Eel, bragging that with their great spear-casting machine at Harpoon, the Sun Dome Templars would succeed where the mighty Lunar Empire had so miserably failed. The cost to Sun County, in terms of men, materiel, and magic for their own subsequent failure was huge; but to the count personally, even greater was the loss of prestige and face. The count took out his anger on Invictus through various petty indignities and jibes, and by reallocating some of his responsibilities and privileges. These were instead bestowed on Lord Belvani, Invictus’s deputy (who had fortuitously and somewhat unaccountably been absent during the whole Cradle episode).
    1 point
  31. Someone over on Facebook noted "I wonder if he would be considered to be from Jomes' people instead now?" and I think that might make more sense, especially lycanthropy is a crime in Sun County. At this distance from Dragon Pass, Wulf's origin story could have got muddled in the telling. You could say he is from Telmori lands, it's just that his people, led by Jomes, conquered it from the Telmori. (And that also probably means the Yelmalio rune lord Wulf is like Jomes originally from Aggar in the Lunar Empire, where as a youngster he would have first seen the glittering domes of a Yelmalio temple). As always YGMV...
    1 point
  32. The Mongoose RQ Lankhmar Unleashed (as mentioned by @RogerDee) has a black magic system gets you to make corruption checks if: You learn black magic You cast a black magic spell (I define that as one that causes harm to another creature) You kill someone with black magic That black magic system allows you to make spells more powerful by using Agony (feeding the caster's HP or characteristic points into the magic), Hatred (the more hate the caster has for the victim, the higher the bonus) or Sympathy (the more connected the caster is with the body of the victim, the more effective the spell, eg. using a victim's blood or clothing). In my Nehwon campaign I use the Elric! system and Chaos allegiance points to represent Corruption. But I didn't want to make all uses of magic corrupting. I award Chaos (=corruption) points for magic use which either fulfills the above conditions OR where the caster uses Agony, Hatred or Sympathy to enhance the spell OR where the caster draws on Chaos Allegiance points as extra magic points for a spell. In other words if you choose to call on the dark forces you gain power in exchange for corruption.
    1 point
  33. I'll assume that you are actually asking IF they will be rebranded. We have already said that we are working on that, but there are only so many hours in the day to do these sorts of projects.
    1 point
  34. 1 point
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