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soltakss

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Posts posted by soltakss

  1. 17 minutes ago, jajagappa said:

    From KoS p.201, it is noted "Far away, then, where the sea rushes into the bottomless hole, the Sea King called to his servants to close the Hell Drain. The Manthi of the Homeward Ocean swam in a tight circle, and the raging whirlpool of the empty hole was pulled tight. The corpse of a continent was thrown in to block it up. And for a moment, the hole was plugged, and the raging currents which were sucked into it were freed."

    I missed that, thanks. I need to check out KoS again, as it has been too long since I last read it. 

    The Flood is definitely going to happen in my campaign, unless the River Voices find a way to stop it ...

  2. On 11/7/2017 at 11:08 AM, Ahti2 said:

    Hi!

    I'm working in a time-traveleres scenario, and I'm looking extended rules about these two issues:
    - A system for various Martial Arts o similar fighting skills (karate, kung fu, boxing...)
    - A list of historical diseases (bunonic plague, yellow fever, tiphus, etc)

    I'll use specifically the Mythras rules, but all other d100 rules (MRQ, Legend, Openquest, BRP, Chaosium's RQ, Call of Cthulhu, etc.) are welcome.

    The BRP Golden Book contains a good section of grappling effects, but I need more detail and a specific fighting style (i.e. Greco-Roman wrestling)

    I know some examples of deseases from Mythic Rome (Mythras), and the core book of the spanish RPG "Aquelarre". I've been informed of some examples in "Merry England" too.

    Do you know a supplement book, a section of a core book, with these kind of rules?

    Thank you.

    Merrie England:Robyn Hode for Revolution d100 has a number of real life diseases, notable for being able to die from diarrhoea. What I did for those was to take a disease, break it down to its symptoms and then map them back to the RD100 rules. It seemed to work well. The same approach could be used with pretty much any disease, although you might need to add some new symptoms.

    • Like 1
  3.  

    On 11/6/2017 at 12:30 PM, Joerg said:

    You would need quite a bit more of a wall against that flood - according to King of Sartar it sends the Korthanings fleeing into Solthoni Valley, in southern Tarsh/the Grazelands. That's more than 2000 feet, the same general elevation as the Heortland Plateau, Duck Point or Wilmskirk,. A Manarlarvus-like dome or a "bubble of air" solution like at Erenplose might be less demanding.

     

    I think that a flood of the magnitude hinted at in the Hero Wars would be of the order of the floods in the God Time, those that reduced the mountains of Dragon pass to islands. A wall won;t stop that, or will delay it until it goes over the top.

    That's only pertinent if it is a passive flood, however - an active flood could rise above the flat land in a jellyfish-like bulge, as happened to the Rockwoods in the Flood Age (Early Storm Age), and a "tidal wave" could sweep hundreds of miles inland if backed by sufficient power.

    I agree, these floods would be catastrophic in nature and only stopped by Heroes.

     

    Orlanth has a pretty good track record dealing with active waters, but I have no idea how good much his storms will do against a "blocked drain" effect.

    I don't think Orlanth's Quests would help against the blockage, rather they would help by blowing the waters back. The Thunder Brothers stopped the waters when combatting Worcha, for example, so that might allow Orlanthi heroes to temporarily stop the Flood from covering some lands.

     

    Maybe the "easiest" way to deal with this would be to take over one of the Firebergs and collide it with that ice.

    Stopping the blockage would be the best way of stopping the Flood permanantly. Breaking the ice up, perhaps by sending True Giants against it, Firebergs would work, using Kalikos might work, putting a huge object on one side to tip it over might work as well. However, when the block if ice goes into Magasta's Pool, would it reappear again, in the same manner as the Firebergs?

     

     

     

     

  4. I'd allow it as it shouldn't be a problem.

    They can fly, but that is never a game-breaker.

    If you follow the Wind Children from the Vikings pack, they are claustrophobic, which might be a problem playability-wise.

    They can control sylphs, but that is only a problem if you have storm-wielders as enemies.

    So, no problems for me. My players have never wanted to play one, though.

     

  5. For a long time, I have thought there were many similarities between Belintar and the Red Goddess/Red Emperor:

    • They were both all things to all men, proving themselves time and time again
    • Belintar and the Red Emperor change bodies but their souls remain the same
    • They are each at the head of a religious hierarchy
    • They each rule a union of disparate states

     

    • Like 1
  6. On 10/24/2017 at 8:42 PM, D said:

    In RQ3 it's an enchantment and I don't think you can dispel those. Also isn't dispel magic spirit magic which means you need 2 points to dispel 1 point of divine?

    Sorry, I meant Dismiss Magic 10, you need Dispel Magic 21 to smash a Warding. 

  7. On 10/26/2017 at 9:11 PM, M Helsdon said:

    Last week was not good in the real world and I decided to avoid problems in 'social media'.

    Glad to see you back, was concerned that you had left us for good.

    • Like 4
  8. On 10/22/2017 at 10:54 PM, jajagappa said:

    Probably due to RQ2:

    WARDING 1 point
    Range Special, Duration permanent, Stackable up to 4 points, Reusable

    Yes.

    Also, very few people in RQ3 sacrificed for Warding 10, it is quite limited in nature, even as a hula hopp of death. Dispel Magic 10 takes it down and means the priest has to spend 10 days repraying before using it again.

    • Like 1
  9. 42 minutes ago, Yelm's Light said:

    Logistical issues aside, if you don't see how a 12-point, mobile area-effect Disruption is game-breaking, you must have a really high-powered game.

    Warding 4 does 4d3 damage, average of 8, it would take a limb down but probably not take it out, maybe an arm might go. It only affects one person, unless you toss the hula hoop over someone and watch as it affects all hit locations in turn, but that would be a good roll. An RQ2 Bastard Sword with a 1d6 damage bonus does 1d10+1+1d6, with an average of 10, so roughly equivalent with leather amrour, throw in a Bladesharp 4 and the sword is better than the hula hoop. 

    Onse the opponents see what is happening, they just chop up the hula hoop and kick the wards away, thus breaking the effect. Or, even better, they gang up on the cleverclogs with the hula hoop and inflict a world of pain. A good Dispel Magic can take down a Warding 4, leaving the PC with a hoop and an embarrassed grin.

  10. On 10/17/2017 at 9:10 PM, M Helsdon said:

    There won't be any more pictures.

    May I ask why?

    I have noticed a lot of Deleted posts from you very recently. Has something happened?

  11. On 10/19/2017 at 1:12 PM, Jon Hunter said:

    1 to  20 or 30 for marital groups

    So, cultists of Ernalda/Orlanth, Ernadla/Yelmalio, Dendara/Yelm and so on have 1 rune level for every 20 or 30 people, is that 1 for every married couple?

  12.  

    On 10/19/2017 at 12:11 PM, Joerg said:

    While I agree for the Ernalda numbers, I don't quite agree with the numbers for the magical combat defender cults like Humakt or Babeester. By their very nature, such cults are more magical.

    Not really, Humakt and Babeester Gor are no more magical than Ernalda.

    In fact, a cult such as Humkt almost has the "1 in 100" built in, with a Century of worshippers having a Centurion, or the equivalent, as a Rune Level. Acolytes might be a halfway house for NCOs who support the Centurion.

    Most members of Humakt and Babeester Gor would be Initiates, or perhaps Lay Members. Only the devout and powerful would bother becoming Acolytes, Priests or Lords.

    What would you say to Jedi knights where only one in thousand qualifies for having a padawan? Does the 5000 population of Orathorn mean that there are only five full sorcerers? Are true mystics dependant on having a significant number of lay mystics behind them?

    Most jedis would be temple servants, researchers and so on, not everyone who trains as a Jedi becomes a Jedi Knight or Jedi Master, a lot of them fall away either due to lack of skill, lack of commitment or unsuitability.

    5000 in Orathorn might mean there are 50 full Mages, certainly. A lot of the others would have some magic and power over the dead/undead, but wouldn't be full mages. I would be surprised if everyone in Orathorn was a Mage.

    A cult which regularly produces martyrs (including Humakt, Storm Bull, Babeester) provides a wholly different intensity of worship than a cult of farmers (although Hon-eel's maize rites may have changed that, and Alanthore might even intensify that).

    Certain professions like spirit talker, smith, alchemist, engineer are a lot more magical than others, and their cults may be seen like "break-outs" from the general population, to use the HQ ability terminology. Their presence may mean that a number of generalist positions (Ernalda, Orlanth) might be cut, since there is of course an economical maximal overhead of magical specialists one can affort, creating something of broader amount of people nearly at that "magic people" level while spending their time mostly on mundane necessities.

    I don't really agree.

    Martial cults don't really have more intense worship. I can see worshippers of Uleria or Minlister having far more intense worship than martial cults. Farming cults worship their hero or the land, that kind of worship is just as intense.

    A Witch Cult, such as Subere, is very magical by nature, but its worshiipers are not all at the same level. Many are learning their trade, many take years to get to a certain level of ability, some never do.

    Alchemists might seem more magical than other people, bnut they probably aren't. They might have some magic to help them manipulate/improve potions, but is that more magical than blessing a field to grow well, or making oxen plough all day?

    There will have to be uneven distribution of magical people if you want to have magical centers (like the Greenhaft temple to Ernalda, or worse temple cities like Ezel or the Paps, or Old Wind Temple.

    That is absolutely correct.

    A Great Temple has Priests, Lords, Acolytes and Initiates living there full time, probably hundreds of them. If a Great Temple has 10 Priests, that equates to 1,000 supporting worshippers, so the surrounding area probably has fewer acolytes and priests as they concentrate on the temples.

     

    What retirement options are there for magical people who cannot or will not continue their holy calling but aren't quite dead yet? Not every heroquester achieves agelessness like Hofstaring. Ernalda is the only cult with a working "senior citizen" level (Asrelia, Ty Kora Tek). Sun County has retirement towers.

    Retired rune levels retain their magic but become semi-active. They probably retire to working normally. Gringle has retired to a pawnshop and is just a merchant, but is a retired priest.

  13. On 10/16/2017 at 11:52 PM, Jon Hunter said:

    from these published examples I think its safe to say in Glorantha almost everyone has access to magic

    Members of cults can get some magic for free and some cheaper than normal. Prior experience can teahc magic as part of life experience. People can be taught magic as a reward for performing tasks or for long service.

    Not everyone who has spells has paid for them with hard cash.

    • Like 1
  14. On 10/19/2017 at 8:14 PM, pwiecek said:

    Am I missing something?

    Probably not.

    In Call of Cthulhu, Investigators can be beginning characters, not optimised and not particularly skilled.

    A Pulp Cthulhu game has Investigators who are skilled at fisticuffs, shooting, climbing, jumping, swimming or whatever. Better skilled means more points to spend.

    If it bother you, just treat it as a different way of getting prior experience, just for a Pulp setting.

  15. What I do is to take an example and then run with it.

    Gondo Holst has a Warding built into a cart. I could make a cart with a Warding. Then, I remove the sides and leave the wards, so the warding still holds. I then remove the floor, around the wards, so the Warding still holds. I remove everything except the framework where the wards are and the warding still holds. I pick the framework up and the warding still holds.

    So, a hula hoop of warding is completely possible.

    • Like 1
  16.  

    18 hours ago, Jon Hunter said:

    are spirits ever able to possesses more than one individual at a time?

    Generally, I would say No, as a Spirit can only be in one place at once, so can only possess one person.

    However, there are examples where a Spirit can do exactly that, usually when worshipped as an ancestor and called in bny a cult to possess a worshipper. I think Firshala and Mistress Sazdorf could do this. If two worshippers called on the same ancestor/Founder at the same time, then they could both be possessed. If this absolutely does not work, then one worshipper could block another's attempt by pre-incarnating the ancestor.

     

    Can passion spirits birth other passion spirits?

    I don't see why not. 

    Disease Spirits certainly spawn other disease spirits when they kill their host.

    If a Passion (Greed) Spirit possesses someone then leaves, the Greed Spirit could well leave a Greed Spirit behind.

     

    • Like 1
  17. On 10/19/2017 at 3:19 AM, Jigawatts said:

    Regarding this, the one thing I would like to see added to Mythras is talents or special abilities that can be used to customize a character a bit. Nothing overboard in the vein of 3.X D&D feats or anything of that level, they went super overboard with feats in the d20 era. But just some heroic abilities to differentiate your character. Is this similar to how its handled in Luther Arkwright, and would that translate over properly to a fantasy campaign?

    MRQII had Heroic Abilities that were inherited by Legend but dropped for Mythras, due to the personal preferences of the authors.

    As Raleel says, it should be easy enough to import Legend's Heroic Abilities without any real issues.

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