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parejf63

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Posts posted by parejf63

  1. I may have missed this in the book, but how does the medicine bag effect MAG score?  The rules say

    Quote

    A medicine bag is a magic item created by shamans to boost their magical ability.

    But no where does it tell you how?

     

    Also the Spell Disrupt Spell is listed in the index, but not in the spell descriptions.   Any help with this?   The Disrupt spell listed is for tearing apart the body.  

     

     

  2. Thanks for pointing out the typos.  My players did not like the Low magic of the game, with regards to healing.  So, I had to make some compromises.  They also wanted some "Normal" type of gods.  So, I gave them what they asked for.   

     

    Natives are as the book, nothing has changed.

    The book does state that colonists can be any occupation.  So, I take that as sorcery, mysticism, and animism are allowed.   

     

    • Like 1
  3. So, we are starting a game soon.  Using Monster Island.  However, I have made some changes to the setting.

    1) the human colony is larger then in the book.

    2) Colonist have access to Folk Magic, Limited Animism, Limited Mysticism, Theist magic, and Sorcery (though the natives have more available)

    3) Folk Magic is only taught to Ranking Cultists.  Not everyone has access to it.

    4) It is not a low magic game.  

    5) Three more Cults were added, one was changed.   

    Aarwan The Sun God, the Protector

    Herrum Lord of the Hunt   Also has an Animist Sect

    Olissa  (Formerly Ohjal) Goddess of healing and health

    Trellos The General, Battle Master

    6) The Blue Ones are the only Mysticism cult of the Island.  They have three paths   Two of which are related to thievery one to Knowledge

    7) The Magician's Guild  The Only Sorcery school in the Colony.  Grimoires include Military, Knowledge, Medicine, and Hermetic

     

    SAMPLE CULTS

     

    Trellos

    The General, the battle master

    Trellos is the god of battle, soldiers, and the military. He is the overseer of those who fight with honor and dignity. Those who worship him are skilled in battle and the tactics required to defeat the enemies. Unlike Omg, he expects fair play, and does not condone brutal killings, just for sport and game. In the colony, he is the main god of the militia and the soldiers that serve it. He demands his followers protect those within and outside the walls of the Colony.

    Organization: The cult is organized, and is currently trying to re-organize the military for the colony. This is a slow process, as the cult has only been here less then a year. .

    Cult Membership: Membership is by invitation only. The cult is very selective who they allow in their ranks, and they must prove their worth by defeating another cultist in mock combat. This combat is done with wooden weapons, so as not to cause permanent injuries to prospective cultists.

    These mock battles are an exhibition for any to see, sponsored by the cult itself. The exhibitions are scheduled once a month and can last up to two days.

    Superstitions: Killing an opponent who has surrendered will bring the wrath of Trellos upon you. Disobeying orders will get you excommunicated.

    Taboos: Never attack someone who has surrendered, take their weapon, but never kill them.

    Skills: Athletics, Brawn, First Aid, Healing, Ride, Unarmed, Craft (Weapons & Armor), Lore (Military), Lore (Tactics), Survival, Devotion (Trellos), Exhort, Two Combat Styles

    Folk Magic: Bladesharp, Bludgeon, Coordination, Fanaticism, Protection, Speed Dart Vigour

    Miracles: Initiate Aegis, Dismiss Magic, Fortify, Perseverance, Reflection, Sacred Band, Shield, Steadfast, Sureshot, True (Weapon) Acolyte: Consecrate, Cure Sense ­Priest Excommunication

     

    Aarwan

    The Lord of the Sun, The Protector

    Aarwan is a benevolent god, believed to be all-pervasive and without form, although he is often pictured as a tall man with wide-set, piercing eyes, curly hair and a patriarchal beard. Aarwan takes no living sacrifices, although the temple takes extensive tithes in money and services. He is the defender against evil. He is the Sun God. The Protector.

    According to Aarwan belief, each person is called to a virtuous life. It is the obligation of each individual to follow the tenets of the faith of Aarwan, which include truthfulness, honor and trustworthiness. Telling a lie or betraying a friend are mortal sins.

    Organization: Although the cult is wide spread on the mainland, colonists are welcoming his wholesome presence. The cult is compromised of learned men and women who strive to make the colony more productive and safe. The head of cult is Garlmore Trellic, a full priest who leads a congregation of almost 40 lay members, three Initiates, and four acolytes. It is growing in size monthly. A full temple is under construction. With a large shrine currently in place.

    Cult Membership: Currently, membership is open to anyone willing to join and adhere to the principles set by the cult. New converts must work for the cult for one week, with no pay, to prove their devotion. This deters many potential converts. Once accepted, they must donate their time for a day a week.

    Superstitions: Cult members believe that if they ever tell a lie they will be stricken down in horrible pain, unless they ask for forgiveness with a day of telling the lie. They also believe that Aarwan will appear to them in a dream, when the need is great.

    Taboos: They must abstain from all alcohol and mind-altering drugs. They may never tell a lie. Use of sorcery or any other magic is forbidden.

    Skills: First Aid, Healing, Influence, Insight, Will Power, Devotion (Aarwan), Courtesy, Oratory, Exhort, One Combat Style.

    Folk Magic: Avert, Babble, Calm, Demoralize, Fanaticism, Light, Mind Speech, Slow, Translate, Voice, Witch Sight.

    Miracles: Initiate – Aegis, Behold, Dismiss Magic, Heal Wound, Soul Sight, Shield, True Weapon

    Acolyte – Clear Skies, Consecrate, Pacify, Sunspear

    Priest – Excommunication, Rejuvenate

     

     

  4. Shaman Cults Has anyone used them?  I am not a fan of what RQ1 did.   Do you use spirit cults?

    I have four cults in my game that allow shamans, but I want to get inspiration to what others have done with shaman cults.  

    I have the new version, but I much prefer and use the Shaman is OQ2 Deluxe...

    Also, is this a possibility for OQ3 Newt?

     

     

      

     

     

  5. Euphrenas The Knowledge
    Area of Influence: Knowledge
    Symbol: An Open Book
    Description: Euphrenas is an outcast of sorts among the family of the Pantheon. He seeks knowledge at any expense. To his followers, the acquisition of knowledge justifies methods used to obtain it. Many followers of Euphrenas are sorcerers as well. To Euphrenas, magic is simply another form of knowledge to be explored and catalogued. The knowledge they have acquired is valuable, but many Pantheon faithful look upon them with suspicion and doubt their loyalty because they always seem to hold some information in reserve. The Cult often work together with the Cult of Lan, since they want knowledge – perhaps of a different sort.
    Duties of Worshipers Knowledge is power. Pay anything to gather knowledge, but pay no more than you must. Magic is the metaphysical manifestation of knowledge, and the study and control of it is paramount to success. Be careful and succinct with your words, for they give knowledge to others. Specialize in a specific subject to bring us greater knowledge as a whole. (This last portion has led to an abundance of obsessive individuals within the Euphrenas church.)
    Garb: Cultists of Euphrenas dress as noblemen, sages, or wizards. They care little for others most of the time, instead concerned with their unquenchable thirst for new knowledge
    Holy Places Libraries and most wizard towers are considered sacred to Euphrenas.
    Holy Days TThe 4th of March is known as the Day of Remembrance, where Cultists of Euphrenas spend the day in contemplation of the last year. The Day of Puzzles & Intrigue follows, where each Cultist must find one puzzle or mystery to solve for the following year. Many high priests give out their charges on this day. Finally, the first week in June is known as the Week of Knowledge (apprenticing). During this week, new members of the church are given tests on their skills and efforts since the previous year and it is during this time that they most often rise in rank.
    Euphrenas Codex: This monstrous volume is an exacting account of all things that have happened on Earth. Beyond comprehension and design, few can understand even a day’s chapter, let alone the entire book (which no living being has fully read). No magic detected (though it is highly magical). It also records every sorcery spell known to the world, as well as those that are known to be powerful for most Sorcerers.

    Runes: Magic, Mastery.

    Initiate Membership Standard. Must have a sorcery skill in three spells at least 30%

    Cult Skills: Athletics, Craft (any), Lore (Magic), Lore (Alchemy) Lore (Euphrenas Theology), Enchantments, Persistence, Resilience, Sing, Weapon (any Small), Summoning

    Cult Spells: Co–ordination, Countermagic, Dispel

    Magic, Glamour, Strength, Versatility, Vigour.

    Acolyte Membership

    Requirements: Standard. Must have a sorcery skill in three or more spells at 50%

    Runepriest Membership

    Requirements: Standard. A candidate must have 90% or more in Athletics, plus 75% or more in four other cult skills and three sorcery spells.

    Special Benefits Initiates of Euphrenas get a +10% bonus to any once skill of choice, when in direct pursuit of knowledge. Acolytes gain a +10% to any Sorcery spell each day. Runepriests automatically gain one sorcery spell of choice, with a casting skill starting at 50%.

    Common Divine Magic: All

    Special Divine Magic: Elder Knowledge, Flawless Scribe, Gaseous Messenger, Impossible Act, Magic Sight, See the Unseen.

    Associated Cults: Josea, Tristar, Lan

    NEW SPELLS (Runequest Spell Book)

    Elder Knowledge

    Duration Instant, Magnitude 0, Touch

    This spell allows the caster to grant a single target a powerful bonus to any single Lore skill they wish to make – even if they do not already have the Lore skill in question. The spell funnels a good portion of information gathered over the millennia into the target, giving them a bonus to their next Lore test equal to the Magnitude of the spell x4. Neither the caster nor the target need have any points in the Lore being augmented.

    Flawless Scribe

    Duration 15, Magnitude 1, Touch

    This spell allows the caster to flawlessly copy or render any document irrespective of its size or language. The caster must provide the writing implements and vellum/papyrus of a size equal to the original but by the end of the spell the quill, moving at phenomenal speed, will have completely and accurately copied the contents of the subject.

    Gaseous Messenger

    Duration Instant, Magnitude 0, Ranged

    This Divine Voice is used by the caster to send a short message across the air to anyone he has met before. As long as the target is not protected from magical contact or in an airtight situation (underwater, for instance), the caster’s next 15 words reach the target in 2D6 minutes.

    The target will see the wisp of smoke or cloud and hear the caster’s voice as it dissipates.

  6. Eurmal was not detailed in the 2nd Age Books by Mongoose I Runequest.   He could have been listed as one of the back story gods (the gods that were mentioned, but not written up) such as the Grain Goddesses, River Gods etc....     I will double Check....  

     

     

     

     

  7. There are many aspects to Glorantha, that is for sure.  And the setting can be and often is overwhelming, to say the least.   Start small.  Pick an area, and read about that area.  Also, you have to choose which age you want to play in.   In all honesty though, it is a fascinating setting, with many cultures, gods, and everything you could possibly want. 

  8. 53 minutes ago, Joerg said:

    Have you decided on a culture and a setting?

     

    Great Ideas  Thanks.  Culture?  I leave that up to the players choice, but I generally have them play the same culture, unless they really understand the culture clashes at times.   I MAKE them read the WHO AM I write ups, that tends to help.      Setting, I am really leaning towards Dorastor....   Using the old Avalon Hill module for that one.  It gets them into the nitty gritty from the start....    However, I have still not ruled out Dragon Pass.

     

  9. I love the 2nd Age, but I do not want it near the end of the age.  Some time before during the Middle Sea Empire Expansion, and the EWF response.   Both exist at this time, but I am not really sure what would be a good year to start.   Perhaps, the God Learners have  just started Myth quests?  But way before the Goddess Switch, and the Clanking City came to be..   Any suggestions?  Note, I chose the 2nd Age in MONGOOSE RUNEQUEST 1 Simply because of the detail for the setting, which I feel is the best ever done..

     

     

    • Like 1
  10. These are meant to be PLAYER HANDOUTS to make CULT choices easier.  They contain NO GAME STATS.   Some of Dragonknewt cults allow humans....   other Non-Dragonknewt non-human races are very rare in those cults.   A few of these cults I have allowed humans based on my house rules..  PAMALTELA CULTS are not listed...

     

     

     

     

  11. I have not gotten around to the new version of RQ, but eventually, I will...  Here is a list of gods by Culture...   Strictly for the 2nd Age, from all the Mongoose Books for it.  I play Runequest I Mongoose, simply because I like it...  UPDATED WITH CORRECTIONS  CORRECTED SPELLING OF DRAGONEWT...  

     

     

     

     

     

     

     

     

     

     

    PANTHEONS RQ.pdf

    • Thanks 1
  12. Conversions are turning into orginal creations.  Will post when more a done.   CLASSIC FANTASY is not my thing, if I want to play D&D, I play it, if I want to play OPENQUEST, I play that.  I never mix the two..

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