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David Scott

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Everything posted by David Scott

  1. The other major resource is Sandy Petersen's Campaign log documented by one of his players, Jeff Okamoto: http://www.seiyuu.com/okamoto/writing/campaign_log_2_0.pdf
  2. I'm based in London and run club there, I often get requests like yours, often from those outside London. I direct everyone towards: http://nearbygamers.com There are half a dozen or so gamers registered around Sleaford, but none in Sleaford. I'm not affiliated with the site, but have found it a great point of contact and it's worldwide. If you cannot down to Dragonmeet in London, we have Jeff & Jason talking RQG and hopefully RQG games you can sign up for. Good luck and hope toes you there.
  3. Genert had many devolved parts, Tada was a part of Genert but separate, he was the fertility of the god. Mountains are clearly the children of the earth, that were once giants who sat down then never moved. We need to move away from the notion that Genert and Tada were giants, they were big from a view point, but giant is used to describe huge as well as big mythological beings. To children, most adults are giants. This is also complicated with bilocation (as Joseph Cambell said somewhere, is a mark of being a god). Genert is at the same time the land of his garden and a distinct being (only at the end of the Green Age). Mobile lumps of earth are likely giant, but not all are giants. Likewise Tada is Tadaland and the randy fertility god sleeping with many earth goddesses. Lying adjacent to Genert, he is also part of him. Western mythology likely has the answer to some of this. The baby giant is likely a granddaughter of genert. I think she's taken since the Dawn to gestate and is now coming down the birth canal of the zola fel as the most prepared of all the giant babies. As there's a link between Zola Fel and the giants, I think it's likely the baby is developing in some deep watery earthy place ready to appear at some appropriate time in the hero wars as a demigoddess avatar of the earth. She could also become the new land goddess for the wastes, which I believe is very likely. There's a Paps HeroQuest in which this is the outcome IMO.
  4. I think he means Invision who produce and host the software: https://invisioncommunity.com/buy There is a downloads app, but this a forum not a download resource. More apps = more time to manage.
  5. This best put in for the attention of @Trifletraxor who runs the site.
  6. Touch of Chaos In the Bestairy page 94 pretty much covers this. A chaos feature gives 60% chaos rune plus 20% per extra feature and an increasing chance of turning into a broo. IMO any dabbling below 60% gives you a taint, with everytime it increases rolling for a feature with the rune as the % chance. Once you get a feature, straight to 60%.
  7. looking at the examples, yes. However if the spirit is part of spirit society then the pool is shared. Spirit society rules aren't detailed yet.
  8. Don't join a cult is the answer, be a "pure" shaman. You don't get rune magic from a core cult, just the spirit cults you join alternatively join the Seven Winds society, that's just as valid, you get called a Kolati. I'd let you join the Seven Winds, let you choose 3 spirits to start with and give you 3 rune points for their magic.
  9. as @Jeff said - We've come a long way since the Companion and the RQG version really isn't like the Sartar Companion version for HQ. Firstly the Dragon Pass Orlanthi spirit tradition is likely called the Orlanthi tradition (like the Praxian tradition, the Grazer tradition, etc) There's likely an Orlanthi shamanic power that lets a shaman become the wind, these are the real Kolati. The greater power you would need to contact to learn this is likely Orlanth himself. Secondly there are two types of shaman - non-cult and cult (Daka Fal, Earth witch, and a few others) all of these follow the rules for spirits per the core book. Most Orlanthi shaman are likely Daka Fal. Thirdly all of the spirits mentioned under RQG are spirit cults. See page 377. However they would only get short write-ups look at the GoG boxed set and Spirits of Prax in Tales 14, 15, 16 for examples. My quick take would be : Kolat - Summon Air Elemental (small/medium/large). Hhu Ho ("breath friend") Increase/Decrease Wind Tular Narnei (“Uncle Frost”) Snow. Uuuh Hu (“Wrong Season”) Cloud Call Seleran (“the Deep Well”) Spirit Block. Veren Vu (“Sky Defender”) Not sure but not Reflection, Dismiss Magic, Discorporate. (one spell only) Zolan Zubar (“Hell Demon”) Not sure but not Turn Undead, Summon Healing Spirit, Summon Guardian Spirit. (one spell only) Those above are part of the Seven Winds Spirit Society. A spirit society is a collection of spirit cults that are culturally shared. Your rune points go into a shared pool, but you still have to ally each spirit individually. Are also spirit cults Yes, but mostly just shrines are available and you only get one cult special rune spell at a shrine (page 284). You'd need the equivalent of a major temple to get all the common and special rune magic. So in Sartar he likely gives one spell, in Prax it's create Wildfire so I'd say the same. Finally Taboos work differently in RQG than HQG. Taboos are part of shamanic abilities - page 359, not memberships of spirit cults.
  10. This is also something I overlooked. You don’t have to use use meditation or ritual practices to augment (although the bonuses are better), you could augment with your dance. I can see some schools incorporating ritual dance in their casting, although this is likely part of ritual practices as well.
  11. This has actually not been a barrier at all in my game. My player got a magic point enchantment by sacrificing 3 points of POW and rolled 3D10 getting 25, has no spirit magic and 3 spells and an int of 18. 15 points of free INT. Inscribing helps straight off. Boon of Kargan Tor for 6 hours (intensity 7, 6MP) and +2D6 damage (intensity 8, 7MP) is only 15MPs for him.
  12. Ive got a sorcerer in my game too. His player was very good at analysing the rules. Sorcery is very much a time consuming practice. At the very least my player used ritual practices and rarely cast "on the fly" for example he would cast boon of Kargan tor in the morning to use it during the day. The rules clearly say: If you can only nod or shake your head, then moving is pretty much out. Planned movement, no surprise movement maybe. Sitting on a mount might be okay, but only if your culture practices mounted sorcery, much like any mounted practices. Any more than the nod and you cannot cast a spell, if you receive a surprise whack, you might be okay. Correct. If he came from a sorcery riding culture, I would have no problem limiting casting level to riding level. Otherwise no. Yes, but most stuff is cast before the adventure. The flavour for Glorantha sorcery is that it takes time. More complexity and intensity = more time. Add in ritual practices and its slow but very powerful.There's an answer from Jeff on reducing casting time (or not) here:
  13. In @Jeff's Orlmath campaign (Orlmarth Saga 2007 a campaign log): I would also suggest that the Ivory Throne is a HeroQuest object and so you could go and get another, perhaps with lesser powers.
  14. Just use the Sartarite stuff, the Praxian stuff isn't appropriate.
  15. I have a centaur in my group too. We just imagined he was an adventurous sort and used the Sartar background tables.It worked well. Disadvantage - high Beast rune and size.
  16. Greg and Sandy used to to many of these kinds of panels at conventions, ranging from some knowledge auctions £/$1 per question to things like this. They were always freewheeling, make it up as you go along audience insipired events. Unless the material has made it into “offical” print, I’d treat it as good material to inspire your games. Some of these have transcripts as noted. Perhaps this would be a good place to note where to find then, print, audio and video.
  17. I'm sure I recall cthulhu based supers using Superworld. I remember there was a super demon adversary but I can't find any trace of it in any super world publication.
  18. Yes, but they've got to get Soul Expansion. If they took that as their free ability great. But to get another level, they've got to contact a Greater Entity and sacrifice a characteristic point. At this point they are already powerful characters. I assume your calculation is 21+2 levels of SS =23, 23-18= 5 = 25%. They would likely be a Priest, so the roll is +20% so 45%. Don't forget that POW gain rolls are seasonal. My point is that there are other cool shaman powers, not everyone will take Soul Expansion, based on my own experience, i'd be dumping POW into my Fetch and rune pool.
  19. Technically yes, as are "Grand" sorcerers. The terminology will hopefully be more clearly defined future books.
  20. This is exactly the case you still need the requirements on page 276.
  21. Yes, they have rune magic as well as act as shaman. Daka Fal page 291 Waha page 306 Yes. Both I'm not sure it is considering the POW you must use to gain fetch and the taboos you will likely take.
  22. will be in the next Wyrms Footnotes (in layout).
  23. In my current version of Grandfather Baboon for the Prax supplement, Grandfather Baboon is the same as Daka Fal. The Beast rune is not substituted for the Man rune. This is a fundamental axiom in Baboon society, they tend to be bestial, but to maintain a society need to be less so. A baboon adventurer with beast at 80% wil fall under GM prompting more often than not. A baboon shaman needs to act socially (with control), rather than bestially and do the alpha male thing. Monkey King is the ruling counterpart to this, he too needs to fight against his bestial nature to rule. The perfect baboon can balance these two things at 50%, but has to make an effort to do it. So, baboon adventurers should consider buying down their beast rune during character generation. At 80% its easy to turn into a complete savage. This is why the baboon empire has gone, they lost some of their humanity in the Great Darkness. If melo yelo can do it so can you. as an aside, look at the man/beast rune in the core book. Bear in mind that Daka Fal is the source of the Man rune and Hykim is the source of the beast rune.
  24. Looks good These certainly fit the Master of the Faceless King Grimoire These feels like Flintnail ones from the Secrets of the Stone (P:GtA page 371) You've missed Harmony of the Parts & Soothe the Dyspeptic Stomach. Harmony of the parts is City Harmony and is available as a rune magic in a different form. Soothe the Dyspeptic Stomach. Harmony Darkness combine (as per Calm Water) Harmony of the parts. Harmony Man combine (as per Calm Water) I'd also make all the spells with the harmony rune as that was the theme of the grimoire. It means that Pavis sorcerers will likely master the Harmony rune and combine technique (incorporates command and tap at double mp cost). My suggestions would be: THE GREATER BODY (Harmony, stasis, combine) The caster harmonises with the stone that formed the body of the Faceless Statue... BE OF THE SKIN (Harmony, stasis, combine) The caster harmonises and becomes the rock. BE OF THE BLOOD (Harmony, stasis, combine) the caster harmonises and becomes the rock. BE OF THE BONE (Harmony, man, combine) the caster harmonises and becomes the statue. MASTER OF BALANCE (Harmony, man, Combine) The caster is one with the body of statue. Don't forget they can get access to a Flintnail grimoire and maybe some dwarf sorcery. Have a look at Makor the Strong on page 19. I tried to show him with a range of Pavic magics, with Pavis, Flintnail and Dwarf spells. Also have a look at how Sorala works as a pregen in RQG. Her spells are all Truth, Command apart from her best spell one which is a summon.
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