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Manu

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Posts posted by Manu

  1. 9 minutes ago, jajagappa said:

    Instead of going down the path of very specific skills as was done in the original Lanbril writeup, draw on some of the newer RQG skills.  While Fast Talk will still be important (even if a "standard" skill, it is not common among Rune cults), you can add in both Intimidate and Charm.  Use Insight(Human) [=old Streetwise] to help your character work their way through the city and find good marks, and successful use of that will tell you whether to Charm your mark, Fast Talk her, Intimidate him, or maybe just Bargain.  Use Act [includes Feign Death] to portray yourself as something else; use Disguise to hide yourself in cover.  The ability to augment with other skills covers many specific skills too:  Disguise augmenting Hide to "shadow" the mark.  Maybe Act augmenting one of the other perception skills for "voice mimicry".  

    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. 41 minutes ago, womble said:

    Does he get many (any) of the Common spells?

    If Orlanth is an appropriate Cult for the character concept, (eventually) being an Initiate of both Lanbril and Orlanth might be an option, for more, erm, options.

    It is what I will propose to my player. Initiated to Orlanth Adventurous for the 'normal days', and Lanbril for the 'normal nights' ;)

    • Like 1
  4. 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, ...

  5. 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)

  6. 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.

  7. 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...

    • Like 1
  8. In the RQG, there is this line under the malkioni sorcery

     

    Quote

    Maintaining the caste restrictions provides bonuses to the use of sorcery (the restrictions depend upon the school of Malkionism); once the restriction is violated, the bonus is forever lost.
     

    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?

  9. On 12/6/2018 at 12:29 AM, Ultor said:

    Boon of Harana Ilor - Summon Harmony

    The target lays down any weapons and ceases any offensive action. Out of combat, this resolves any argument or disagreement in the caster’s favor. This spell may be combined in a Multispell.

    I imagine that any offensive action towards the target will break the spell...

  10. On 12/6/2018 at 12:29 AM, Ultor said:

    Animate [Substance] - Combine Movement [Element]

    This spell imbues an inanimate object with the ability to move. The wizard can animate a volume in SIZ equal to the Strength of the spell (or cubic meters in the case of insubstantial elements). Default movement rate is 1, but that can be increased by devoting extra MPs on a one-for-one basis.The animated substance can produce “limbs” that can perform skills at half the rating of the magician. Damage is calculated according to twice the SIZ of the substance. This spell requires extreme concentration, meaning an INTx1 roll is needed if the caster is damaged.

    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?

    • Like 2
  11. 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, ...)?

  12. 1 hour ago, jajagappa said:

    That seems to be a mini-maxing approach to play

    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

  13. 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)

  14. 24 minutes ago, Scott A said:

    They would get three RP from Orlanth, and sacrifice X POW to get X RP from Donandar.

    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).

  15. 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?

  16. 12 hours ago, metcalph said:

    The Vadeli may be defeated by they are still plotting.  They are intent on corrupting the human rulers and encouraging the the construction of massive magical projects for defence against the Fonritans.

    From a pure RQG point of view (rules), are they as normal humans with blue skin?

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