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soltakss

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Everything posted by soltakss

  1. A lot of gods are worshipped as Spirit Cults, Little Brother in Prax is Orlanth, Iron Man in Prax is Humakt, their cultists use Spirit Cults with shamans as Priests but worship the same deities. A child of Yinkin would be worshipped as a local sub-cult of Yinkin, in my opinion, which is probably what happens in the clan.
  2. We alsways rolled 1D100 and went from highest down to lowest, then bounced back up to highest and so on, until all treasure had been picked. We never had a Party Leader - Too many PC egos for that.
  3. Rhino Riders use Rhino skin as armour. Because Rhinos are very strong, why can't they wear a rhino plate set of barding?
  4. The Monomyth is a good representation of what happened in God Time. Other things happened in God Time that aren't part of the Monomyth. Some things happened that contradict the Monomyth, maybe because the Monomyth is incomplete, the Myths are inconsistent or have been interpreted differently. Where the God Learners didn;t make much of an impact, the deities and their Myths are far less organised, but would probably intersect the Monomyth fairly often. In my opinion, the biggest contributors to what we know as the Monomyth were the First Council. They did the Yelm=Evil Emperor identification, gathered together myth fragments and stitched them together into complete myths rather than fragments of partially forgotten myths.
  5. You have separate Rune Pools when you join different cults. So, for example, Orlanth gets Tame Bull from Barntar, so an orlanthi could cast tame Bull with his Orlanth rune Pool, he doesn't have a Barntar Rune Pool. Now, if he also wanted to join the Barntar cult, as he is a farmer through and through, he would get an Orlanth Rune Pool and a Barntar Rune Pool. He could cast Tame Bull from either pool, as Tame Bull is available to Orlanth and Barntar. A better example would be Orlanth and Yinkin. Yinkin provides Identify Scent to Orlanth Adventurous, so a member of Orlanth Adventurous can use his Orlanth rune pool to cast identify Scent. If he joins Yinkin then he also gets a Yonkin Rune Pool, which he can use to cast Identify Scent and the other Yinkin spells, such as Catseye or Claws. Since Orlanth gives Yinkin Shield, the cultist can use either Orlanth Rune Pool or Yinkin Rune Pool to cast Identify Scent or Shield.
  6. There was a phase where initiation into multiple cults was frowned upon, but I've always ignored that.
  7. We had a pyromancer in our old RQ3 campaign. Sparky Jack was an Oakfed Shaman who steadily became more and more deranged, as he embraced the Wildfire more and more. In the end, he had a couple of Agimori Shamans as apprentices and had a burning skull instead of his normal head. He could summon up a mean oakfed though, I think it was an XXXXL Salamander.
  8. Yes, RQ2 had 1D6 or part thereof giving a Species maximum of 7. RQ3 had Maximum Rollable + Minimum Rollable. It is maddeningly inconsistent, in my opinion. Use the RQ2 version, as it gives lower Species Maximum values and is more manageable.
  9. For me, Ancestor Worship means the worship of the deceased members of your clan. Worshipping Yinkin as a Founder of the clan might be something else entirely. I'd give the Clan a Yinkin Wyter that represents the link to the clan, also give the clan a cult of Yinkin the Founder, perhaps giving one or two Runespells from Yinkin, or even different Runespells indicating the powers the clan gets from having Yinkin as a founder. So, your clan might have the spell of Catseye, for example. However, if you want a Spirit Cult, then Yinkin the Founder would make sense as well.
  10. They also have Soil Men, who go around at night and put "soil" into carts and take them away, so you have a combination of sewers and manual disposal.
  11. Big magical lead ones. Hey, I'm not Argan Argar, you'll have to go to the Shadow Plateau in God Time to find out ...
  12. Agreed. It's easy advising someone else to chuck their job in and fight their employer in a lawsuit that they are pretty much guaranteed to lose, as that has no comeback whatsoever. This is a person's life and career, not an Internet point-scoring debate.
  13. I think it's available online, somewhere, maybe through DTRPG.
  14. In chains, with a hefty dose of Suppress Aether.
  15. Yes, you could have each class of item to be made as a separate skill, capped by Alchemy. Makes Alchemists learn a lot of skills though. That would work for Revolution as well, so you could have a Trait of Alchemy or Herbalism and a Trait for Antidotes and Stunts for Antidotes of Spider Venom, Scorpion Venom and so on [Alchemy (Healing Potion, Acid)], [Antidotes (Spider Venom , Scoprion Venom)].
  16. Yes, that is how we played it and it makes certain people very effective against certain foes in certain situations.
  17. Yes, Shield is Shield is Shield, no matter who it comes from. If you had Shield 2 from Orlanth and Shield 2 from Storm Bull, for example (no idea if they both grant Shield and not bothering to look it up) then you could cast Shield 4. That's how we always played it. It doesn't really work for Divination or Divine Intervention, if that is still a spell, so they wouldn't stack, in my opinion.
  18. Humakt hates Undead of any sort and is hostile to Zorak Zoran and trolls in general. So, I would say that any form of Undead or any type of Troll would be a Foe Species. The Cult Compatibility Chart, when it comes out, will give an idea of Hostile and Enemy cults and typical members of those Cults could be regarded as Foe Species. Personally, I would disregard the word Foe and just give the ability for any chosen Species, or type of person. So, I would allow Double Damage against Yanafal Tarnils cultists, for example.
  19. Revolution d100 has the idea of Stunts that belong to Traits that belong to Skills, so a Skill might be Knowledge and have an Alchemy Trait, but Alchemy might have Healing Potion, Poison Antidote and Acid as Stunts, acting as recipes for Alchemy. RQG could do something similar, but it isn;t obvious how it would work from a rules poijt of view. maybe recipes are treated as spells, so you have room for a certain number of recipes. I would guess that Alchemists would write their recipes down using some kind of Alchemy language that is encoded so that non-Alcehcmists can't use it. Non-literate cultures would learn the methods, or have them encoded in songs, poems, stories or dances.
  20. Did you play it in the end? If so, how did it work out?
  21. I'd never noticed that they weren't on the map. I just assumed that each hut would have a storage cellar dug into the earth and that the cellars would be connected by tunnels in some way. You would just have to work out where the tunnels were.
  22. You can do that with Foci, if you use Foci in your game, so why not runes? I suppose, if you use a Rune to augment something, you can draw the rune, clutch the rune or imagine the rune, so that's how I'd use it.
  23. I allow a Hero Point to be spent to allow you to choose a Combat Effect before the rolls are made, so you can spend a Hero point to choose a location. Not in the rules, but it's how I play it.
  24. Yes. All Countermagic effects from Runespells stack with themselves and Countermagic. So, someone with Countermagic, Shield and Berserker inside a Warding inside a Market spell gains the effects of all the Countermagics.
  25. The RQ3 ship rules should be usable with RQ2/RQG. They appear, with some variations, in Elric/Stormbringer, BRP and Legend.
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