Jump to content

David Scott

Member
  • Posts

    4,605
  • Joined

  • Last visited

  • Days Won

    125

Everything posted by David Scott

  1. They stand out of harms way as they are philosophers and scribes. Or the smart ones create new spells based on the guidelines in the core book: Shatter Weapon Dispel, Summon, Stasis, Death, 4 Points Self, Passive, Temporal As a weapon hits its the caster, the hit points of the weapon are compared to the strength of the spell. If the Strength of the spell is equal to or greater than the hit points of the weapon, it shatters before causing damage. Otherwise no effect. Arrow Rain Summon, Combine, Water, Earth. 4 points Ranged, Passive, Temporal Causes arrows to turn into raindrops. Creates a hemisphere of light mist around the caster at the range of the spell. As arrows cross the barrier they turn to rain drops. In the West I suspect spells like this are the norm and everyone knows about them, so warriors steer clear of Wizards.
  2. Pictures in this thread: https://basicroleplaying.org/topic/4141-prax-and-the-thousand-questions-about-the-place/page/15/?tab=comments#comment-101545
  3. Given that RQG hasn't really been out that long... One of my groups' meets only once a month, but we are playing "vanilla" RQG. We've played the Cult of Chaos's Stealing the Eye as an intro, then Defending Apple Lane, Cattle Raid, next friday likely to do the third adventure or another Cult of Chaos scenario - Darkness over Runegate. We are playing one game per season and it's going fine. I've also run a once a week Prax based game for 12 weeks and another 12 week Snakepipe Hollow. The season flow really worked well for training and avoiding Fire season in the wastes. I've GMed and played a lot of Pendragon with its one adventure per year model so it very straightforward to manage.
  4. I usually direct people to Nearby Gamers: http://nearbygamers.com Although China is really sparse there, if you add yourself you might get lucky. I've used this site with good success.
  5. Apologies, Jaldon invented the tribal altars not the altars themselves.
  6. Good point, so his water connection is through his wife. (Earth connection through his mother, fertility through his father)
  7. There are three major references to Romance: Nomad Gods (1977), where is one of the Earth Spirits, page 51: Cults of Prax (1978), where is an associated cult of Eiritha at the Paps, page 30 Classic edition. and in the Guide page 456: and that's basically it. His spell points you in the direction of the nearest oasis and will be the same in GaGoG. He's a tiny spirit cult now. Clearly he's an earth god, but we don't know his father (if he had one). We don't actually know that. He had a magical road system that is now lost. We don't know what it connected. I'm not sure it's his ancient power, it's just an occasional power he now has with his wife (I did write that entry). The basic idea of surviving spirits in the Wastes is that they helped people survive in the Great Darkness. In this case it was Romance and his oasis spirit wife that survived. Pathway helps his worshippers find their way home, find fodder helps feed their animals. Other than his occasional twins ability, he has a special effect much like Voria's flower magic that leaves flower trails, but little else. He is mostly at the Paps with his mother, perhaps appearing at his oasis once every few years at an auspicious time (likely hoards of fertile women waiting to conceive). Only to his wife's catchment, Ronance Well is the middle of the three oases marked by a dot. These three demesnes are interesting as they are not fed by serpents (some are some aren't). It's important to note that these three are fed from the mountains, and it's this connection that keep them alive in the Great Darkness. The mountains held on to them and stopped them drifting off when the Wastes were shattered (Zola Fel stopped Prax from separating). As I said we don't really know this, but you can certainly imagine it in your Glorantha. If you are referring to the altars of Prax in Nomad God's remember they were invented by Jaldon. Ronance is grouped under the Earth spirits as his mother is Ernalda, but he's a fertility spirit and his father likely was a water god, I favour Seolinthur or one of his now lost sons.
  8. I think the big difference for Lhankor Mhy players would be the outlook generated by their occupation. A scribe IMO is unlikely to use tap. However a philosopher is likely to, given their world view will be different: For me this would be an in-game issue as to what a Lhahkor Mhy philosopher would do. To me there is no hard and fast rules here. just play it out. Tap Air rune could be reasoned as Orlanth giving his magic points to use for example in saving the party. Would the Orlanthi in the party really believe that Air was being destroyed?
  9. This has changed a bit from the RQ3 version of sorcery back in 1984. The background was not Glorantha and the Spell tapped a characteristic. In the Glorantha section (book 5) it said: The gave a list of who tapped what, but was all about tapping beings not the current version which is Runes. I'm not suggesting that you abandon your ideas based on RQ3 if it works in your game, but we have moved forward in Gloranthan concepts in the last 35 years. The big change was the discovery of the Xeotam Dialogues in Greg's notes. https://www.glorantha.com/glorantha/the-xeotam-dialogues/ It was this that allowed a new look at sorcery. Firstly in the Guide then HeroQuest Glorantha then to the RQG version. There's only one cult in RQG that actually forbids Tap and it's Chalana Arroy, even Lhankor Mhy doesn't have this restriction. IMO Lhankor Mhy would use tap, just not using the Malkioni model. Tapping some leather armour (beast rune) for a few useful magic points or a cave mouth to make it crumble (earth rune) trapping the broos, is fair use. I also believe that the RQ regeneration of Magic Points is clearly the natural tapping of Glorantha, set up by the Compromise.
  10. I couldn't find the reference.
  11. Tales 16 Lunar Spirits , but will be in GaGoG
  12. The elemental runes in Glorantha are not opposites. When Yelm leaves the sky, Xentha covers the world with her darkness -Glorantha source book page 79: It's a mythological relationship not a real world one. A better example would be steal heat, heat and light being the sub-runes of Fire. If you steal the heat the light is left behind and IMO would appear brighter.
  13. As moonbeams stream from the moon, it just converts them to mps much like the Twinstars spirit magic spell Benison. No, you'd have to add dark. There would just be less light, I imagine more blue like Dayzatar. No you need to add light. It would make the darkness less dense. No you'd have to add fire, it would likely cause ice to form (imbalance of sub runes) yes
  14. Have a look at the fan policy and Section 6 & 7 in particular: https://www.chaosium.com/fan-material-policy/ These are the official Chaosium forums, here is a good place.
  15. At least 2m for effect, beyond that I'd like likely say the spell has a volume of 6 cubic metres and each level of strength adds 2 cubic metres. This actually makes more sense overall.
  16. In my mind this is covered by the "Active" nature of the spell. It says up to 3m square. so up to means it can be less so a base maximum 0.1 x 30m (= 3m square) seems reasonable, but you have to add more range to achieve this, as the starting range is only 10m. Personally I'd say 10 cm is the minimum effective thickness to cause damage. Another approach, depending on the school would be add some limits to the spell. On a special you can create basic shapes, on a critical you have full "shape control". A circle of 3m square gives a diameter of about 2m (https://www.calculatorsoup.com/calculators/geometry-plane/circle.php) All sorcerers use this website 🙂 https://www.calculatorsoup.com/calculators/geometry-plane/geometricshapes.php If you want to stand in a circle of fire with you in the middle and the wall 2m away from you, it's 23 cm thick: https://www.calculatorsoup.com/calculators/geometry-plane/annulus.php yes as it's based on the strength
  17. Given the Troll info in the RQG Bestiary and the info in the scenario, Whiteye is a troll Bandit and a Zorak Zoran initiate. I'm interested in what Lizard Earth magic looks like. I'd also recommend searching this forum as this isn't the first time using the Rainbow Mounds has come up: https://basicroleplaying.org/search/?q="Rainbow Mounds"
  18. pay-what-you-want scenario modules. This is the balance point: If you don't charge you can likely use the Fan Material Policy. Sections 1, 2 & 3 cover what you can include, but basically you can reference names and quote only a few paragraphs. Under restrictions section 2 of the fan material policy itch.io is a retail channel so you can't host there even if you don't charge - you will definitely need to get a small publisher licence activated by paying ($100-300) before you publish. I'd really recommend you look at the Miskatonic Library.
  19. Actually that is part of the plot, it's a lunar temple. Black Moon is deliberate as it means Only 1-point Rune spells available for Lunars, and no spells stackable. As I mentioned earlier, part of the description is that they are in a formally occupied land and there was a rebellion. Vostor is normally one of the adventurers, so he has the same magical restrictions. If Vishi Dunn is one of the adventurers then there's a baboon, Cousin Monkey. He's a coward.
  20. They need Discorporate until they get their own fetch. Just like real world shamanism, Gloranthan shamanism is learnt on the job after initiation. You can learn a bit of theory, but really you just need to become a shaman and do it.. The only thing you can do is practice your spirit combat to aid in defeating Bad Man. Then you are off. Shamanism differs from the other magical practices, you don't gradually get better in your core skills until reach rune level (shaman). The list of shamanic abilities by no means complete. Some shaman know how to take others with them, others can cast discorporate on others, many can even extend their time, allowing them to pass deeper into the spirit world, with out that they can never go deep.
  21. I don't have them any more, but I do remember some details. I was over 20 years ago! IIRC only if magical (superpower) HeroQuesting. I used the gaining hero point rules, you could buy them with POW, you could use the POW of "magic items" found on HeroQuests, you could steal them from others on quests by defeating them. The problem was that the more you had, others would come to get them from you. I also used elements from Steve Marsh's 1992 HeroQuesting rules https://adrr.com/hero/norns/08.htm & https://adrr.com/hero/wildhunt/slm022.htm and Shattered Norns. https://adrr.com/hero/norns/index.htm Steve Maurer's HeroQuest rules were also influential but were very superRQ (super grits & Hypercrits).
  22. I'd certainly allow Analyse Magic to reveal a Powered Crystal. However you'd probably need more than one point of it as described in the spell. This will depend of course how you play the spell. I'd say 1 point would reveal powered (not type) or POW storing (not amount) 2 points Powered Crystal - would reveal type, but not strength POW storing - if flawed. 3 points Powered Crystal - would reveal if flawed. There may be unique spells available from spirit cults that shaman may have access to, that may be created by the GM or appear in future publications. The current rules give only examples of spells, I'm sure something useful will appear in a future Malkioni supplement. However using the available rules, it's easy construct one based on Creating New Spells page 390. Deep Analysis, Command & Truth, 2 points, Touch, Active, Temporal. Every 4 points of Strength reveals 1 fact about an object. 5 minutes is needed per fact so the spell will need its duration extended.
  23. This is exactly what the Cult of Chaos RQG demo game does. Firstly make the premise of the game something everyone can relate to whether they know the game or background. In this case it's a robbery, the player have to steal something important. Next, I use the pregens, why? They have pictures and aren't really a character sheet. I have a magic cheat sheet for each character with the % cast in big numbers. If running with all 6 then one will be using sorcery. WHAT'S IT ABOUT Fantasy world with magic. Swords and sandels A once occupied land has just been freed from oppressors Still some pockets of resistance and treasure to be found You have to steal an important item from a possibly still enemy occupied stockade TIME TO CHOOSE a ready made adventurer (words are important - Adventurer not PC or character) Who wants to be... - Show pictures, read out occupation and brief outline: Armoured foot soldier, who has changed sides. Warrior on a bison Hunter with hunting cat Farmer turned fighter in the rebellion Shamanic nomad on a weirdly big Llama with a monkey friend respected trainee earth priestess with powerful earth magics Follower of the Knowledge god (Lara Croft or indiana jones) Let them swap around if need be. START within 5 mins Straight off I bring up Vasanna's Hate Lunar Empire of 80% against the Lunar adventurer Vostor. Passions take over and there's an opposed roll usually against Vostor's honour. That get's the how do % rolls out of the way and often sets up a tension in the group. Vostor normally has to make an opposed roll against robbing the Lunar shrine... IN MEDIA RES You're all in the treeline outside the stockade there, it's night with no moon, but you can see a tall rocky outcrop on the left that is part of the stockage, in the centre there are high stockade gates with a watch tower behind and to the right. GO... As people start to discuss what they are going to do the system unfolds itself. Usually someone say I'll climb up the outcrop and youre off. This where someone helps someone else and you explain augmenting. Later as adversaries are discovered you add in how fighting order works, I use a Strike rank marker from infinity engine. Everyone places their counter down when describing their action. It's visual so obvious who's turn it is. Most people notice the magic names and descriptions and ask how to use it - it's all the same % system. I never explain any detail, I just call it spirit magic, rune magic from your god and sorcery. Adversaries appear and I have 50mm standees of how they look (everyone has a 50mm standee of their adventurer). The adversaries are an even match for the adventurers apart from the "biggie". Most realise how to fight the biggie (with magic) set it going and run. Don't explain the setting, magic, mythological relationships, anything, concentrate on the plot.
  24. There's a map of Raibanth: https://www.glorantha.com/map-of-raibanthi-do-have-a-map-of-raibanth-lying-around-i-even-have-a-final-by-gillian-pearce-but/
×
×
  • Create New...