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David Scott

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Everything posted by David Scott

  1. Only the rune points Spell is kept, rune points lost permanently Note this has been edited to reflect the correct answer per One-use Rune Spells in the Q&A.
  2. 1W2 = 1+20+20 = 41 41 / 5 = 8 and a bit, so +9 so yes. in my games, I alway get players to keep their scores as numbers without masteries. This really speeds things up.
  3. Greg limited the number of players in his house campaign to 12. They were listed in Dragon's Pass #6 in 1980. 1. Sherman Kahn 2. Rory Root 3. Hal Moe 4. Charlie Krank 5. Al Dewey 6. Ken Kaufer 7. Bill Voorhees 8. Ray Turney 9. Bruce Dresselhaus 10. Dave 11. Bill Keyes 12. Tom Holsinger
  4. RuneQuest is informed by real world shamanism and Glorantha always has been. Cults of Glorantha, Form runes: I'm suggesting that you need to be exposed to the Horned Man to awaken the potential. Perhaps a God Learner learned the secret of how to awaken the potential (from the Horned Man) in others. But the potential does not give you an automatic fetch. It's a bit like illumination once you are exposed to the potential, you might become illuminated, but there's no guarantee.
  5. The bottom line is someone in who's ear the Horned Man has whispered the secrets of the universe. RQG box on page 353 I think the knowledge is along the lines that you are more than yourself and have a potential to be another "shape". In theory the Horned Man could visit you at any time from conception until near death. I'd suggest most often as a child, normally after a traumatic event (look at real life shamanic awakenings for example). I'm sure it's possible for a researcher (God Learner) to meet the Horned Man and obtain the information that way. This doesn't give you an automatic fetch, just the potential that not everyone has. Then we have the spectrum of transformation. Some will never become a shaman, their environment will stop them in some way and they will have some minor random powers. perhaps manifesting as second sight, "I see Ghosts", healing hands, any of the shaman powers really, but no real power. Some may have a fetch, but not a real one. In RQG terms perhaps with only 1 POW that is a lookout on the spirit plane (and can't increase). In the centre is "assisted" initiation - this is the version in the rules - assistant Shaman and Cult sponsored. At the other extreme, we have spontaneous initiation. At a really stressful moment (hit by lightning and near death experiences in the Real World), the Horned Man snatches you and propels you unprepared to face Bad Man - just as he did. This is the most dangerous, but likely the most rewarding. RQG follows the middle path for all of this. As you build your fetch, you need enough POW so your training ensures that. For NPCs you could use any of the other stuff I've just mentioned. One important note is that the spirit rune is not available to shaman. This form means that you are a discorporate being, details in the upcoming Cults of Glorantha. The major difference between a fetch and an allied spirit is that a fetch is actually you, you are dualistic. When a shaman then stores POW on the Heroplane, they then have a presence in three places. Is Argrath a shaman - maybe under the definition - He is the White Bull, like Harrek he obtained this external spirit/god and integrated it. Likely because he had the potential. He probably dreamed the Horned God at some point and the White Bull is anchored to his soul where a fetch would be. Shamanism is the set of techniques used to access spirits and the spirit world, so anyone who has even a glimmering of this can technically be called a shaman. Real world shaman tend to specialise in healing, divination, or psychopomping and as a result get to be called by a variety of names. Others do a mixture of work, have a look at Essie Parrish as an example, called a Dreamer and prophet. She was clearly a shaman. https://en.wikipedia.org/wiki/Essie_Pinola_Parrish http://www.sourcememory.net/womanshaman/pomodreamers.html In many cases the shaman never calls themselves "shaman" or what ever local name for people who do this kind of work. The title is bestowed by others. Overall there are no hard rules for becoming a shaman.
  6. Also bear in mind there maybe a naming system - like the Scottish naming system (which is dying out), which even has a built in exception system. I'm named David, but should be a John after my paternal grandfather, instead I'm named for a maternal great uncle who died in WWII (as that's an allowed exception). To illustrate to naming variety, My grandfather John was called Jock (it's diminutive in Scotland, Jack in England). So overall just because someone should be a particular name, doesn't mean they are actually called by it in the end.
  7. It was probably Warhamster.by Sandy Petersen in Tales 12. https://www.shopontheborderlands.co.uk/product/tales-reaching-moon-issue-12/ search in this site for more info.
  8. By 1980, Greg had moved on to a different version of sorcery, not a bolt on to RQ2, but whole standalone version of RQ called Arcane Lords. Of course it was never published. The manuscript (if that's the right word) lived in a brown folder and was by no means complete. It was a mixture of typed, handwritten and annotated pages from RQ2, about 236 of them. Lots of detail on the Malkoni caste structure, society and history. Only a small amount of detail on actual sorcery, other than each spell had a casting % modified by a casting bonus (based on CON, INT, POW and DEX) and that there were lesser arcane and arcane spells, and ceremonial magic. Battle magic wasn't used by Wizards. There are no spell lists, although there was a section for them. In my opinion they could have been lifted for RQ3 when this project was abandoned. There were references to it in WF #8(1980) & #11(1981): spells cost Power had a base chance and cost INT in some way. No runes either. There were arcane skills - Multispell, Spell Stacking, Spell Storing/Release, Extension. Likely others as well. Overall this looks like the origin of RQ3 Sorcery.
  9. Apprenticeship. That’s the traditional way that smithing works in the real world. Either a family business (I’ve three Generations of smiths back in my family) or talk your way into the job. Go somewhere where there is a lot or need of iron and you will find the work.the real issue with iron in my mind is that ultimately it needs magic to stop its negative magical effects, so an apprenticeship will have a cult /school / shrine associated with it. Remembering my metal work teacher, he was pretty good with casting, hammering and shaping a range of metals, so I can imagine iron work is closely related to bronze work. Softer metals like copper were easier, but he never used gold or silver as it was too fiddly (he was our lodger at home so I was exposed to a lot of different metalworking).
  10. No, I used the SRD - "Archmage Engine". My advice is generate some characters using the SRD and then fight them against some monsters. Also helpful are: https://burnafterrunningrpg.com/2018/10/16/gringles-pawnshop-a-13th-age-glorantha-one-shot-adventure/ http://13thage.org/index.php/escalation-zine/693-escalation-special-skyfall-a-13g-adventure
  11. Bolas - yes Lasso, no Pole lasso - yes, but not really a weapon. Mongolian herders are a good example of this with the Urga. See the film with the same name for cool urga action. Alternatively see it from the goPro strapped to the Urga: https://www.uclmal.com/hermione-spriggs alternative music version 🙂 https://www.youtube.com/watch?v=8NG8lzTQGHw The rules were in Different Worlds #22, July 1982, Eight New Weapons for RuneQuest by Paul Cardwell, Jr. https://www.diffworlds.com/different_worlds.htm sadly this is is sold out, but others are still on sale.
  12. From discussions with Jeff for Malia in Prax, Mallia has Death & Darkness when propitiated and the Chaos Rune for When Broos worship her. For HQG disease spirits, it's clear to me that her diseases fall into three rune categories: Death, the attribute reducing diseases, not Chaotic (they kill you). Darkness, the minor ailments, not Chaotic (don't normally kill you). Chaos, Plague, Chaotic. You can propitiate the first two, but not the last, which is the goal of all good HeroQuesting Mallia initiates. Like Peter's analogy to protection money to gangsters, that doesn't make you a gangster, no one propitiates Malia with the intent of accessing her magics, that's called joking up. Mallia's three special Rune spells are unique to her: ALTER SPIRIT OF DISEASE (Chaos) CARRY (DISEASE) (Darkness or Chaos) CAUSE (DISEASE) (Death or Chaos)
  13. It says in the boxed text on the Magic Rune on page 382: Your interpretation may of course vary, the presence of the rune in the spell lists in addition to the above quote indicates to me it is mastered.
  14. In games it's always magic points that have been the limiting problem. Players (in my groups) always avoid this if possible. Running out of MPs always means head for cover and recoup.
  15. I'm not sure where you've got this from. The Magic Rune Box on page 382 sets it out as the only Condition Rune (so far) used in Sorcery. It's a separate rune and as it's the only one of its type, so gives no insight into others of its type (until Mastery, Infinity, luck and Fate based sorcery becomes available).
  16. If you don't know the actual rune or techniques, it always costs more MPs to cast the spell, as these are multipliers, it gets expensive: Page 382: Page 383:
  17. FYI, the Ybots were on DrivethroughRPG but seem to have gone: https://www.drivethrurpg.com/browse/pub/14899/Tentacles-Press I don't think Fabian is on here to ask.
  18. Old Pavisites (See Pavis GtA for more details)
  19. There are three different spellings of Shanasee in the book: The most popular is Shanassee with 7, although not in the index. The Guide agrees that this is the correct spelling. Shanasee, once - page 167 Shanaesee, two - page 4 and page 192 (index)
  20. To be honest, I don't. I have enough female players in my games that no real effort is needed to create a balanced gender game.
  21. I've always believed that the culture wasn't patriarchal and the the whole point is that it's the religion of Orlanth & Ernalda. With a historical skew of male gamers focusing on predominately male cults, this has given rise to the perception that it's patriarchal, whereas it's actually a balance. There's no reason why women don't head the clan rings (and they do). As a side note, Esrolia and Hendrikiland are polarised into male and female biased cultures with the whole sword and helm thing. But the rest of the culture isn't. This is also how it appears in both King of Dragon Pass and Six Ages (to me). Even amongst the Praxians, although it's has gender split cults, Waha & Eiritha form a balanced culture. You don't have to play it this way of course.
  22. I was being deliberately vague. But this is my bare bones approach: Lay Member (participate, but no mysteries) Associate Cult member (participate, but no mysteries, except if shared) Initiate / spirit magician / spirit cult initiate (participate, with mysteries, may lead if no higher level present) Intermediate Magic people - God talker / Assistant shaman / sorcerer (participate, with mysteries, may lead if no higher level present) Big Magic people - Priest / Rune Lord / Shaman / Mage / Devotee (participate, with mysteries, may lead if no higher level present) (May have a HeroQuest presence) Senior Big Magic people ranks - Chief Priest / High Priest / Head of a school / Shaman heading a spirit society (participate, with mysteries, always lead when present) (Have a HeroQuest presence) Heros (participate, with mysteries, always lead when present) (Are somewhat established on the Heroplane) Huge Magic People (heroes) - (participate, with mysteries, always lead when present)(Are established on the Heroplane) Mega Magic People - are the cult / movement (are the object of the mysteries, may lead when present) (Argrath / Jar-eel / Red Emperor / other big counters in DP) (are more on the Heroplane than not, transcendent) I've likely missed a few titles out.
  23. Not sure what you're saying here. The "big" magic person would do this, they are also initiates, they are by definition in charge of the cult and other initiates.
  24. No, I only did the nomads, but 1621 5000 (Pavis GtA) 1622 4000 (Windstop - fully inside area) 1623 4025 (recovery assuming growth rate of 0.0063) 1624 4050 (recovery assuming growth rate of 0.0063) 1625 3645 Moonbroth II & Siege. if you want to play with Gloranthan growth rates, you can extrapolate using http://www.metamorphosisalpha.com/ias/population.php. Gloranthan growth rates are much lower than RW ones if you use current human figures - 1623 4050 recovery 1624 4100 recovery 1625 3690 Moonbroth II & Siege. as usual Your Gloranthan Population Growth Figures may Vary.
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