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Manu

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Everything posted by Manu

  1. It means that the cult itself doesn't give much to their followers (from a player point of view... Few rune magic,... and players likes to have a little something special for being in a cult)
  2. I have the cult description of Lanbril. I like the idea of less Rune magic for more skills. But FastTalk is now a standard skill. And I'm afraid of having at the end a lot of very specific skill. I'm more in favour of more generic ones. Shadowing for me is like Hide. Otherwise, it means that noone except Lanbril thieves can follow someone in the city... Same for Foil restaints. It can be Sleight But for the time beeing, it will do the trick.
  3. It is what I will propose to my player. Initiated to Orlanth Adventurous for the 'normal days', and Lanbril for the 'normal nights'
  4. As he has the Rune of Illusion, why hasn't he the illusion spells?
  5. Orlanth could be a possibility, but any other? Lanbril has no Rune Magic (Therefore less fun for the player). Eurmal is too much 'disorder'. The player want just to play a 'street rat' : sneaking, stealing, getting info and selling them to the right person, ...
  6. Manu

    Spirit rune

    The Daka Fal cult is described with the Man and Spirit rune. Where could I put this rune in the character's creation? What is the point of have this rune (On the game point of view)
  7. Manu

    Malkioni Sorcery

    Phil, I see that on your website, there is the sandy's sorcery rules (that can be a good inspiration for creating the RQG Malkioni sorcery rules, while I wait for the official one), but in HTML. Do you have the 'file' copy of this rules? Easier to print and read.
  8. Manu

    Malkioni Sorcery

    Thanks Peter, i knew you would come up with great ideas...
  9. Manu

    Malkioni Sorcery

    What could be the cast restrictions? Like the Humakt Gease? Free INT bonus only seems a little light for me. When you see all the Shaman abilities, I would expect something more. But anyway, as there is no plan for a Malkion bookj anytime soon, I'll create my own rules...
  10. In the RQG, there is this line under the malkioni sorcery Sedalpist may not eat meat. Does that mean that they have a bonus as long as they don't eat meat (Or kill someone, ...)? What kind of bonus? +x%? Shorter Casting time? more free INT?
  11. I imagine that any offensive action towards the target will break the spell...
  12. Shouldn't it be 'Command, Combine, Movement, Element'? As you have to give order and command the moving target? Also, what could be the effect on Air?
  13. But I think the Lacerdans are maybe not as dead as everyone thinks they are.... Also, Dead Lacerdans make very good Ghosts
  14. When we look at the homeland skills in the RQG, they all have a lot of weapons skills in it. I know it is for the Dragon Pass area. But how would you handle the starting skills in a region where most of the people are non fighters (as in Umathela where the Sedalpist are non fighters, or for someone being an orphan of a Chalana Arroy/Tello Nori Temple)? They have no reasons to start with 6 weapon skills. Maybe 1 or 2, in order to be able to parry against possible attacks or against Chaos/Wild animals. But not 6 as they were learning to fight from the day they were born. Would you replace them with other skills (Evade, persuasion, ...)?
  15. RQG has great rules for sword and shield fighting. But a brawl in a bar is more difficult to handle. It is not very clear to me...
  16. When I look at the cult description, it looks very similar to H-M cult. Is is the same as the Hsunshen Rathori Totemic cult?
  17. One of my player asked me if there were Bird animal totems. And I found many. Does it mean that they have the spell 'sprout wings' and can fly? For instance, in the GoG, there is the Zukonegi (Fire Wren People) or the Inkvazzi (Fish Eagle People). Can they fly? .
  18. I see easily a starting sorceror using spirit magic, and 'forgetting' them as he grows in power...
  19. Just to be sure to understand. You say they are immortal. But they rely on immortality spells for that. Therefore, they are not like the Britini! They are not REAL immortals. But thanks on the info on these guys.
  20. I don't totally agree. Orlanth, Storm Bull, ... are cult that were described many time as the creator of the game considered that they would be the nice cult to play. It is a designer choice to give the nice fun spell to these cult, and nothing to the others. And with the time, they justify this with Myth, Culture and a lot of game material. Why is Art, Dance, Entertainment less important? When a troup comes to a village, the whole village comes and sing, laugh, ... This is a lot of people for the 'worshiping'. Maybe even more than in the Orlanth Temple (where there is manly the males) or in the Ernalda temple (where they are all female). My point is : Why should a small cult (i.e. a non described cult by the authors since decades) be less fun to play than the big ones? I don't see that as minimaxing, but more as 'I want to play this and it should be fun...', and being fun also come with basic spell as extension or Heal wound. But I know the answer : YGMV (but I like to read others opinions as it feeds mine and in the end, I find a way to have fun with my players
  21. In the Donandar discussion, I asked why Donandar cultist didn't have access to all the common rune spells. And someone told me that everyone is anyway initiated of Orlanth, hence have access to all common rune spells. But it seems that it is far easier to give common rune spell to all cults (because I still don't get why some cults don't have access to them, except maybe subcults). Otherwise, it doesn't motivate players to play some 'exotic' gods. (small gods)
  22. The reason a PC receive 3 RP, is sthat he sacrificed during he youth 2 POW for Orlanth (on top if the initiation). He could easily use these POW for Donandar? I was thinking of 1 RP minimum for Orlanth, the rest for the other God (here Donandar).
  23. On the topic of Donandar, someone told that Donandar is most probably not the first cult a young boy will be initiated to. At 15, all Orlanthi boys are initiated to Orlanth and the girst to Ernalda (most of them). But then later on, someone can choose his/her own path and (for instance) wants to worship Donandar. How do you play it at the player character creation? But cults? How many rune points for each cult? 1 for Orlanth and 1 for Donandar?
  24. Sorry for the blue skin... Brow indeed. Ok, small human. Immortal. But as they are mostly slaves or lower class, shouldn't they spend more time working and surviving than train their stats? Or even skills? Except maybe the one used for their day to day job.
  25. From a pure RQG point of view (rules), are they as normal humans with blue skin?
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