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MJ Sadique

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  1. Like 7Tigers said, Most Gloranthan Scholars use the theory of four elements. Earth element is attracted by other earth elements, which is the gravity theory in itself; Glorantha is not sphere as Earth is a square or a cube in three dimensional view... Mathematically or should I say : by the sorcery laws, it's all the same calculus (equations) with a different point-of-view. The greek classical element theory will provide you explanation (mainly Aristotle theories). Don't forget that there is other spherical "earth" element like the body of the redmoon, The Red Planet of the God of war (Tolat) is also a sphere... To some extend you can also understand that -The Light follow a curve to get back in the sky, explaining earth curve-like horizon and why you see a boat higher part from far... -The Fire is upper the air so a hot ballon will rise a top the sky until attaining the sun -The Air : If you possess a lot of the air element in you, you "Float" in the sky as a fish float in the water. So Flying spell grant you good air affinities and to move, you need wings or winds. -The Darkness is the lowest element and the heaviest part (look at lead)... So you will need a sorcery spell to get you an air affinities to float and some wings or a Worli elemental (Sorcery air elemental name). Flying in the sky is not a sorcery thing, dissipate air-based-magic with high range is a sorcery thing... Sorcerer are mean !!! 🀣
  2. You're in the only topic where being dumdumb is the objective !!! having Dum & Dumber theory is be the norm around here ! My Unicorn broo theory : he was just a horse-broo when he met Danold the Duck who had a unicorn magical spear (regular whale bone sculpted and sold as scam in sartar); Seeing the broo, Danold, like usual, fumble his spear-throwing and the tip get stuck right in the middle of the broo head, knocking him out. After waking up the broo could not get the spear out his head and just get his unicorn nickname, stealing the real Ralzakark fame and throne because Unicorn-broo is way cooler than having a scorpio arms.
  3. Whizbang theory My favorite of all ! About my personal dumbest theory started aeons ago just after playing Hawkmoon and my first RuneQuest master explain my what runequest was (rq3) after a long explain, -I just said : I understand everything, it's not a complicated world. (Goddamn, I regret saying this this today) -My first GM : And what do you think ? -Pretty simple, First the actual world is born after a big disaster, probably a moon or a big asteroid crashing upon the world and destroying the ancients continents. So the world axe flip an the real fire sun now only light the southern part creating the pamalt land of fire, and the nothern part without the big sun is now an eternal ice kingdom. And what people think about the "Spike", the magical castle of the gods, is probably an Orbital Base link to an giant orbital lifter and I think that the giant mountain Kerofinela is surely the base of the orbital Lifter, a great place of power where we could get some cool "magical items". -GM : And the actual sun of glorantha who go from east to west ? -Easy, when planet axe flip, the orbital lift was broken and the top star base got broken in piece, the Gravity Ring which hold habitation became the Juggernaut, the giant wheel, another part probably the central crystal computer was use the destroy wakboth creating the Block of prax and the Core of the base with the reactor is still burning and orbiting in the space creating the actual sun "yelmalio" the little sun... -GM : And What about the God's magic ? -I think when chaos invade this world, the most powerful at this time could not beat it so someone invented a complex ritual to flew away in a higher dimension, so the great compromise is just most powerfull one ascending/Cowardly-escaping to another plane. The only powerful one which choose to stay protecting the human is probably Zzabur who use is magic to crash a little moon on the surface, ending the war only with the help of surviving humans. -GM : So you think that Zzabur is the saviour of mankind ! Interesting and why ? -Because almost e-v-e-r-y-b-o-d-y hate him, the Gods, the chamans and even most of western fear him as a God of sorcery or the evil sorcerer. If so much people hate him and only a tiny group of immortal follow him, he is certainly the only good-guy out there ! Like Hades, the most fearsome and terrifying one is surely the only human friendly one and good guy among the immortals ! -GM : So you what character do you want to play ? An orlanthi, a lunar opposing the gods ... -Nope, I will no pray the cowards gods and surely not chaos; Orlanth vs Redmoon is like the Bad vs Evil and only the worst of them will win. I will always play a malkioni, with a preference to the ones who follow Zzabur laws. Few years after I started mastering RQ because the "secrets of Glorantha" was so appealing ... I did not think this "not so complicated" was so vast and complex. Today I call it the Hawkmoon-Orbital + Stargate-Escaping-Gods theory... And I recall it whenever I heard about the Outer Atomic Explorer !
  4. Crushing or not crushing, here is the question ! First I found RQG specials effects lacking a bit but the idea of Crushing raising Bonus Damage is good but I also found them "underwhelming". To fill the hole, I search and found some solutions, I will share you the different concepts : RQG Crushing + RQIII Flexible armor rule -RQIII original rules : Flexible Armor pts are halves against crushing (6PA mail count as 3PA only). Knockback on special effet was good but too much complex to be usable. -RQG : On Special effect crushing is simple by adding the BD.max to the usual damage. (but no rule about flexible armor as far as I remember...) Crushing variants -First / Raising the bonus damage by one rank : -1D6 / 0 / 1D4 / 1D6 / 2D6 ... (most fair for low str) -Second / Stun effect : Each Damage bypassing the armor stun the localisation for 3RA. Leg : you fall, arms : you drop your weapon, torso : out of breath, cannot attack, head : stun or KO -Third / Double the STR when calculation the BD (you need an extra BD.bis (For x2+Siz) ) I prefer the third because its' simpler for player and I already had create a BD.bis on their sheets (For centaur first and found others use after that). About Subduing, In case of successfull-attack+failed-defense, I will just oppose Damage vs Armor pts + Localisation.HP ; It's Faster which live place for more fun (less calculations and the defender only give one global value for the roll). About Crushing weapons generality (Maul, Hammer and Shield) : The true power of a crushing weapon is not well play in most RPG because first a maul/hammer are a lot cheaper than a sword, more sturdier and easier to repair. Second fact, They also don't rust nor loose their edge after a hard treatment : On a battle field a bronze sword loose their cutting power after a dozen hard hits, iron one are sturdier but a lot harder to repair. Third fact, the forgotten parameter are blood and grease : a sword lose almost all cutting power after 4-5 cuts on a human body (Japanese saber crashing test on living body attest it) but a crushing weapon covered in blood won't loose their impact. As all these factor not taken in account, most crushing weapons always fell under rated and not as useful as they are in reality. Most house rules consist of making them with more AP or Damage but it's not the best way to equalize a system. House role or roleplay is up to you (enforce Sword Cleaning after 2-3 successfuls cuts)
  5. Clearly not... there are more Secrets protectors of the Hero Plane (mainly why you don't see them in the middle world). And I've just re-read an article in the Four Scrolls of revelation "The Arkati" by a certain ...hum hum... Peter Metcalph; He does not describe them like that ! an I think he know his stuff πŸ˜‰
  6. Great idea, I like reference, it will spare us a lot of work ^^ -The Glorantha Source Book CHA4033 : Short chapter about Illumination p148-149-150 -The Guide to Glorantha - VOLUME II CHA4026 : p723-726 -Greg Sez: Humakt Illuminated ? at https://wellofdaliath.chaosium.com/home/gloranthan-documents/greg-sez/humakti/
  7. Explanation... what for !? All you need is Love MGF* ! It can work for me.... There is another way to see it. As Slow is a spirit spell and we don't have Rune association with each spell, you can ask yourself : "What type of spirit is slowing down my target ?" -If you are part of a larnst cult : It's a spirit of movement, it slow the target by taking away it's movement. Slow in walking and slow to fall. -If your are an Aldryami : it's a spirit of vines acting like a "bondage". Slow to walk but fall as fast usual... -If you are part of a wind cult : It's a spirit of wind, it slow and hinder the target like in the wind tempest. Slow in walking and very fast to fall !!! You can imagine all sorts of consequence but rather than not the mechanic of game you should imagine what in gloranthan reality is really happening. So you can make a choice and simplify your game... MGF* ! *Max Game Fun : The less you look at the rules, the more you play, the funniest it is).
  8. For the magic Mecha, I like the principle for War tree but Dryads is very different... The most Gloranthan example is Froalar second wive : Seshna Likita the Incarnated Demigoddess of Seshna. She is an embodied spirit of the land and likita is the feminine version of Likiti : the western term for earth elemental. Seshna could use a stone statue of herself to create her walking/serpenting avatar on earth. The Snake daughter use the same ability like most guardian deity like the Godess in the Broken Tower scenario. The Nymphs of Woods as Fertility Spirit just use any kind of tree to be born (or incarnate herself) in the middle world. To me, the can use anything in their own grove to form a body (like naiads can use the water to form body like ondines does), it may be the leaves of the woods or the moss where an adventurer choose to comfortably sleep; this way, when a man want to catch of capture a dryad with his arms or a net, her body just turn back into leaves... like some king of magic; because few know the secret of the nymphs. (I did trick some players with the leaves tricks 😁) The Dryad tree is like the body of a shaman, she can discorporate at will and form a female body of her chosen appearance or race to please her target. The dryad body is infuse with her surnatural Fertility Rune; so like Seshna did for Froalar's children, a dryad can give mate to any kind of species and probably give birth strictly like father's species (in term of pregnancy). It's possible because they are Nymphs a Goddess of Fertility (a lesser one but one goddess still !!!). Elders race a pretty much forgotten in RQ-G, Even with the bestiary when don't have much infos. They didn't even mention name and an role of Voria ... which got pretty much forgotten unless in well of Dalia where she is mention a part of Aldryami Pantheon but not mentioned in the Pantheon List πŸ˜’...
  9. You want a new dryad : You just have to summon one ! 🧐 How do you not-naturally get a new dryad ? The main problem will to get your hand on the good spell (surely only know by Aldryami) by an Heroquest. Don't forget that Dryads are liked to Aldryami but as they are a peculiar type of Nymphs like Naiads ans Oreads (The Nymphs of the Woods to be precise). So they are not only a spirit but a embodied spirit and in consequence a dryad spirit "can incorporate in the material world, taking physical substance from their chosen matter". As long as you can found a good material, which mean a beautiful tree in a pleasant grove this may work. But remember that playing with lesser goddess did not really help the Jrusteli having a good relation with Adryami... they have a long life and memory.😈 How do you naturally get a new dryad ? : This is another problem, more secure way to get a sympathetic and sexy neighbour but definitely less dangerous. For a new dryad to be born somewhere, you need to know that they are "feminine manifestations of the consciousness of Woods"; So you need some feminine spirits/Mana and a new wood which usually start by creating a new wood, make it very fertile and often invite the local Earth Cult or the local Fertility Cult (Uleria) for a festive ceremony. And then pray a lot that a Dryad is born in the next years... a shaman/priestess annual "summon dryad" to attract them around may help.πŸ˜‰ The Choice is up to you !
  10. ^^ I will try to make myself crystal clear ... 🀨 In the two case, my response and the rules are still valid and stay the same. The simple reason is linked to what Assistants shamans (or Sha- : to know, -man : person ) are and what they do : -First, An assistant shaman is selected by shaman and after a year (at minima) if he "deemed worthy by their shaman mentor" then he can try the mini-heroquest for summoning a fetch. In this case, as assistant who just start to work in the spiritual path may not go be able to discorporate so soon. The very purpose of being an assistant is to be tested by the shaman and see if your are worthy of having such great power because being able to discorporate IS a great and dangerous power !!! Exactly, The problem do not exist in the first so why arguing about it ? 😡 And as the rules state about the summoning to become a shaman (RQ-G CHA4028, p354) : "The applicant must then Discorporate and the Horned Man escorts their spirit along the Great Path." And As jajagappa clearly spot it precisely... it's "the spell Discorporate (capital 'D')". DURA LEX ES LEX. "End of the Story" Glorion To access the Discorporate Rune Spell, yes. As state in Assistant Chaman p352, any assistant is linked to Daka fal or Waha and can buy the spell ... so it's already in the rule πŸ™„ Second, I understand that some players want to have the liberty of an assistant shaman with the power of a shaman to discorporate at will; It's like the old acolyte controversy who want the same reusable power of the RuneLord without the limitations πŸ˜’. If an assistant chaman really want to be able to discorporate in less one year of training, he can make a sacrifice to DAKA FAL (or his chaman tutelar god) for being able to do such divine FEAT; It's he very purpose of the Discorporate Rune Spell / divine Feat. If the assistant chaman try to abuse the power, Daka fal/waha will just not respond to him (Rune Fixes 2). Unlike Shiningbrow, I'm clearly against the assistant shaman to have the ability to discorporate at will; Any assistant shaman who were rejected during their year of practice could just become a real threat almost as dangerous as a bad shaman without a fetch... Seems stupid and dangerous. PS : About discorporate ability, Some Gloranthan may have this as an innate ability but it's not the purpose of RQ-G unlike HeroQuest. You play heroquest, why not... RQ-G... no ! Discorporate as step of an heroquest or a special event (Out of the body experience) is very different than discorporate at will which is the ability purpose.
  11. To me : Disturbing, Disgusting, Destroying and Desecrate everything in its path as if the Mad Nyarlatothep was dancing in your word and SAN ROLL -10D10 / 100... Ooups whe are in Glorantha, My bad 😜 So ... The Moon magic at night could be like a red radiating and impulsing light that oppress your body and mind, hurting your eyes like thousand of little needles poking your retinae AND at day light when Yelm is at the peak of the sky, the very same magic could be irradiating like a cold but blinding white light with faint red halo of light. Lunar Witchcraft is scary as hell when fighting it but as the moon is changing (Lying to you) it can also appear to be as good as any others magic. Some others time, Lunar Withcraft may look the two extreme at the same time : Like seeing Nysalor and Gbaji at the same time; Some Will see their true Chaotic nature and others will see a blessing and relaxing magic... Like looking at Justin Bieber / Any_actor_you_cannot_stand : Some will see the absolute beauty others will be disgusted... unless he die (Like in Zoolander 2 if I recall well).
  12. Nope, the way to access spirit world is to face the Horned Man : the First Shaman is the One who Will Judge you ! You cannot teach or learn how to "walk". One must acquire/found his fetch through the ritual of awaking to be able to discorporate and travel to the spirit world. The Shaman teach you the rites, how to fight spirits, flew from them (dance) and the "Geography" of the spirit world. But a Shaman cannot discorporate someone else and the runespell is SELF use ONLY !!! In terms of play, it should be fun but the (tons of) rules don't allow this. Discorporate is only describe for middle world travel (15' or 5km / RP) and Spirit world travel take an awful lot of times : 1D6 hours to go hunting a spirit. With 4RP for 1h mean it mean 4 to 24RP for a trip to the spirit world. I think the spell is NOT made for spirit travel but Mundane plane travel, 15 is enough to track and for fight some bad spirits like a disease, wraith or why not call for the help of a Guardian/Landscape spirit... Discorporate is usefull for other things like scouting : Nick Brooke "shamanic reconnaissance " is a very good way to use it.
  13. a lot of good answers How to play RuneQuest ? : Follow Jeff advices, they are top ! . Choose RuneQuest - Adventures in Glorantha for a good start, another setting like Western occident, Eastern Kralori or vormain bushi are hard because you will need a ton of old books and time, .... unless you have tens or twenties years free 🀣 When you start a Run(e)quest adventure, don't forget to tell you players to bring their brains, be prepared to have a lot of fun and to deal with their own Di(c)e. How to "design" Runequest : You must know Glorantha First and immerse yourself and your players IN -Read the Comics : http://www.princeofsartar.com/comic/introduction-chapter-1/ -Get your hand on Khans of Khans, an prepare to have a lot fun : https://www.chaosium.com/board-and-card-games/ -Checks all arts : ONE VERY BEST things in the new RuneQuest are the Fabulous Art : Any cover or illustrations give you the "Runes and Quests Vibes" you need to have in memory and expose to your players for them to impersonate their gloranthan. If you have choose the PDF books, print some art on a full page+colors : It's Worth it...πŸ‘ How to design scenario : There is a lot of premade adventures like The Broken Tower from the Quickstart or The Dragon of Thunder Hills for the Game master screenpack (with some adventures seeds) And recently the recent two pdf-books Pegasus Plateau and Smoking ruins; A lot examples of what is a RuneQuest Scenario. I will not give you a RQ-for-dummies-scenario manual because there is too much to say ... My Essentials Advices as RQ - GameMaster are : -Any adventure creation process start with "What I want them to discover today..." -Every Knowledge, Answers and myths will always vary and so "your answers may vary with each adventurer point-of view / culture" -Any conclusion should have a bit of "some unsolved mysteries remains" (Keep the Myths alive) PS : For any RuneQuest material, sourcebook, books, comics, GM comments or anything in the forums apply One Rule : "Everything you learn is subjective, partial and depending of from the point of view of the writer" (Prince of Sartar book is the must of in this as much as the RQG Sourcebook).
  14. Good Joke PhilHibbs 🀣 , you can say the fouth CHAOSIUM but between 1993 and 2018 there was a bunch of Runequest, some having their name change at the last minute... -Look at RuneQuest on French wiki, I the start you have a good table resuming you : https://fr.wikipedia.org/wiki/RuneQuest#RuneQuest_7 -An moreover, Almost all GM know there is so much version that even RQ7 is not really enough to be describe the fork, but I understand that some want to forget MRQ or RQ-Slayers 😁 Back to the topic... A very good question indeed, and two answers : -First, Free Int rules in Kethaela give a good impression of what sorcery should be in a place full of spirit and gods. I'm perfectly fine with it and agree with you on this usage and view of Central-Glorantha-Sorcery. Having a weak sorcery in kethaelan and Dragon pass is fine to me and perfectly Glorantha -Second one, I play mainly near Sog where the Essence plane is more accessible and Sorcery very common without the bother of tons of spirits and gods; And my Glorantha is mostly base on HQ1 for the triptych way to see magic. In this optic, FREE INT doesn't seem necessary and is much a bother to the play and represent Western Gloranthan Sorcery In term of Setting, RQ-G Sorcery is fit for the campaign and Central Glorantha, it's a Greg-green-T-shirt Sorcey we see, but being far away for Dragon Pass I see Blue-T-Shirt and the description of the green one bother me. The Setting is perfect but does not correspond to where I am so I adapt it because no one can do this job (Chaosium team have already too much job and true sorcery is not mean to be fully describe for the Orlanthi campaign) No, you're far from the only one ! In term of Rule Design, I don't like the FREE INT limitation because there is a Augment-INT spell ( Having a INT nerf and a INT boost is bad design !!! ). I would have understand, If the spell could just rise you FREE INT within you INT limit. But a spell which rise your FREE INT from 12 to 17 with 2 cast (+4 INT : 16, +5 INT : 17)... this is the wrong way to do it. -INT limiting your Runes + Techniques seems fairs -INT limiting spells number is normal (same design for all magic) -INT being limiting by another magic but not the inverse Like GAZZA mentionned it : It's a clear (and good) NERF to avoid Animism + Sorcery but with Spirit's spell-matrix-enchantement you can still attain it, an unusefull limitation. A flat malus may have been simpler : Malus of 5% per spirit magic or Strongest passion always kick in (because Zabur is know to have "He defeated Five Secret Assassins: Love, Fear, Hate, Desire and Judgement"). No need for a enhance-INT spell and the Logician spell to counter spirit and passion is more Gloranthan and enough. In term of Play, Another BIG reasons, I don't like FREE INT is because it give you the wrong idea that you hero is STUPID. Why !? Simply because an average man is 1,70m + 70Kg (STR/SIZ 12) and the Monstrous Catcher Undertaker should be STR/SIZ 20. NOW, look at a your 18 INT Sorcerer with 8 sorcery spells and 1-6 spirit magic pts, does he really feel to be this Monstruously Clever ...
  15. Sadly no, A spirit cannot duplicate sorcery spell. Multimissile duplicate only the physical weapon (base damage) never the spells cast on it... And Multi-missile cost depend on the damage the weapon deal (2D6/MP). But you can optimise with a 2D6 weapons like a light crossbow (2D4+2 : 10max). Multimissile 5 will give you a total of 6 shots x 7 average_damage = 42 average damage on un-armored creature. Still worth of a 12 gauge Shotgun... (With a Stonebow, it will be perfect). Another Munchkin idea : Yelm Stones of Vengeance Recipe Ingredients : a three stones bolas, Firearrow and 1RP, Sure-shot, An orlanthi (thunder rebel brother who like throwing stone) -Bless 2 stone with Firearrow -Bless 1 stone with Sure-shot -Launch vertically the bolas from behind a wall -Enjoy the despair howling of an orlanthi and the fire Yes the 2 spells are incompatible on the same projectile !!! (Don't tell me you don't find it fun) 😁 Edit : Some misspelling correction
  16. Good idea, something very similar has been mentionned in the past but not so exploited a Brithini or John Carter Warlord of Mars. It was in RuneQuest Con Compendium p72. Audience : I always thought the Pharaoh was a refugee God Learner, like Delecti was a refugee E. W.F. Nick Brooke : Oh, yeah, he could be. I've heard Greg say that he was a heroquester, maybe from the past. A First or Second Age Heroquester who screwed up on the Heroplane, as many do, and got chucked out at the wrong place. My pet theory is that he's John Carter, Warlord of Mars ... Or, the alternative is that he's a Blue Vadeli. He comes from the sea. He's got this very nasty thing he does with other people's bodies. That's a very Vadeli kind of way to behave. A Heroquester will be more Canon but I really like the John Carter Warlord theory. But a lost Malkioni Sorcerer from the Outer Atomic Explorers could be a good choice...
  17. No man, you are very far from the count, NOW we are at RuneQuest 7 ... SEVEN, officially named RQ-G because it's a fork from RQ2 as much as RQ3. Yeah, Having spirits limiting your spells numbers and Sorcery max intensity is a big bother enough, no need to cumulate it with your sorcery spell list. And moreover the to spell augment INT act as a patch to just counter this whole limitations -contradictions, contradictions...- If my memory is not failing me the mechanic, based on The concept of Palace of Memory technique, was one of Sandy's ideas where sorcerers could know more spells than what their INT permits. It also permit to store spells and knowledge (like skills, runes and sorcery techniques) without the need to permanently lose the ability to cast the spell (which was also one of RQ3 limitations); the concept in itself is good because you could know more spell than your INT as ritual and long duration spell don't need to be actively memorized !!!
  18. Stone Mostali, remembering about losing some Jolanti, will state that Elves ARE the trickster problem ! Most Mostali will state that the very nature of Elves are to trick you but to me it's just that aldryami are cunning foes. From what I remember, the most of tricky aldryami are the harmless pixies. The only problem if you kill them is that you are making Shanasse very Sad, Aldrya becoming very Angry and Babeester GOR going very Bloody ! (Some will state that it's trickster fault not their because trickster are seen everywhere people refuse to accept their own fault). First, We should not forget that an Eurmali trickster is usefull to stop Babeester GOR like Chalana Arroy can stop Storm Bull's berserkers but It's a role linked to the Orlanthi mythology. Second, Aldrya(mi) need Babeester Gor to fill a blank : Giving a role to the Aldryami that cannot stay in the forest, for the one who were (re-)born with an insatiable range and hate. So Aldrya(mi) may not need an eurmali to stop BG's berserkers. We don't have much Lore about Aldryami but in their own mythe if Babeester Gor only stop when the dawn occur maybe they only need Voria (incarnating dawn) or Aldrya (Incarating mother earth reborn) to stop her. Maybe Shanasse or the High King Elf can fill the role of the pacifying lover like Eurmal, if another god has done the same they don't need to do it like/as Eurmal.
  19. Yep, I read it too ... it was in RuneQuest Con Compendium : Interviews p72 in Nick Brooke's Cultural Exchange (All the interviews are an "must be read") Yep, Nick Brooke also state That Harrek is Conan but Greg reply that he is more Harald Hardrada but the Joke start when Nick's expose is theory that Pharaoh might be a blue vadeli or John Carter, Warlord of Mars 🀣
  20. Obvious... not so obvious as it seems at first glance. I had not explain it in my first post 'cause was too long BUT ... "Healing spirits are available to shamans ... of Chalana Arroy" and they destroy the disease ability : No disease ability no POW steal. So the Healing spirit strategy means Cure not Steal and digest. why ? I give some hint : You fight with healing spirit to cure the disease spirit (ie the spirit of a man killed by a disease) not to built up yourself... unless your are evil 🧐. Another problem is that we don't know the POW of a healing spirit (did not find it in any book) so no healing spirit available. so another .... HOLE IN THE RULE !!! (Rq version of the "fire in the hole")
  21. Let's go for round 3... and a bit optimisation πŸ˜› Let's not counter objection one by one, it will be boring for everyone... me first πŸ˜’ First before anything; About the Disease Spirit Ability rule : The "will steal 1D3 POW" ...and gain POW as if "a POW gain roll had been made."'. As a scientist (one who study the laws of the univers ) ie Game Rules Designer I don't like the formulation of this rule. Defeating a disease spirit will "immediately" give you immunity to it's disease but the part about "as if the roll as been made" don't convince me it that the gain should be immediate. Three P.O.V : The gain is immediate ( lex parsimoniae ) and the rule feel flawed (my first idea). The gain is immediate and the counter part of this advantage is in the RARE nature of the spirit (what i tend to think now) The gain is not immediate because you need time to digest the spirit, so you gain POW at the end of the season without any POW Roll (a big thank for nick response because I did not think about the digestion principle at first) Knowing a bit the rules designers, I think they would validate the choice 2. I would prefer the third, a bit more realist than a super instant power-up... Second, About the objections 1&2, I did not read all the full rules so, yes a bit confusion in my first post (I should create a Special Spirit rules pack cause there are a tons of rules 😱). Third, about objections 3&4 + the Rare nature of the Spirit : I did not bother calculating alls stats but the main reasons the munckinnery will be harder to attain lies in getting you hand at the good spirit in term of nature an strength. Brief look : To find the good spirit (RQG CHA4028, p374-375) you have 3-4 chance to find the good spirit per day with around with a Spirit travel+modifier-rarity so around 50%+1/MP spend. In term of stat you can easily achieve a 50% chance per try with 5 try at the expense of 2D6 HP which mean a 96,875% chance to find a disease spirit. Second you will need to defeat it, an average spirit have POW 16 and in consequence a Spirit Combat at 85% (RQG - Bestiary CHA4032, p165). The trick (or flaw) is that Disease spirit do not attack your MP, it just infect you and "the disease spirit will try to withdraw to infect a new victim" --how ? the rules at p166 give no clues--. So you have to KO the spirit before it infect you with all the disease they carries --how much ? , no clues in the rules either-- πŸ™„. Third problem is not a rules but a Roleplay problem : If you are a good Chaman, you may not destroy (in your case, digest) the soul of dead man. (Bestiary p166, column 2, line 3-4). If your are an evil chaman, no problem you can even create spirit disease to get stronger, so no need to hunt them. 😈 The main problem will be to knockout the an 85% Combat Spirit in less than Number_of disease*4*chance_to_hit_you rounds. So much unknown factor... I miss the time where spirit fight only need you to overPOW your enemy.πŸ˜ͺ After objectively thinking about this, there is too much holes in the rules to find a clear rule answer but such Munckinnery mainly need a way to deal spirit combat damage in a sure way where even a high level spirit combat (85%) doesn't bother you ( Flaws/Holes in the rules and roleplay apart ). I still did not find a way, maybe a Runespell but you'll need to buy an insane amount of RP to cast it every days πŸ˜’ You just need to find a sure way to deal at least 18MP damage in less than 4-8 rounds and your munchkin way of the digesting-disease will be secure ! PS : Your shaman with POW11 is ridiculous ... he is too weak, even weaker than the assistant chaman Vishi DUN. Make him A POW 15 at least or 18 to optimize. Shiningbrow's response about Soul expansion is also a very good idea. PS 2 : I've just read a ridiculous thing about the fetch POW " regenerates magic points at the same rate as the shaman’s own magic point regeneration." So a 15POW shaman will have his 300 POW fetch regenerate his full MP in 20 days !!!? So Nick, you've just found a way to create a Big lazy piggy fetch 🀣
  22. I love this kind of answer ! I'm a bit sad I cannot give him a Lama badge (token of appreciation on DeviantArt). πŸ‘πŸ‘πŸ‘ For Nick, I'm laughing too hard to response today ! a but a splendid counter ! 🀣
  23. I may getting a bit on fire...🀣 πŸ˜’ yeah, I know ... but I'm a bit in villain mood. Surely because I miss the old war like discussion with Rosen. Ah the Nostalgia of fighting over the rules for days and ... losing pitifully because some rules got a triple Errata : An Errata of Errata of Errata. I miss the 90'... 😈 Could have tone it down : no, I can't... I just can't be ??? !? What was the opposite word for being bad, ugly and sadic ? NikΓ©, Nike or Mice. Can't remember ! πŸ˜‡ Aggressive : NO and I'm doing this for is own good because everyone will learn more in hardcore mode than a little pony discussion. Being friendly does not mean being nice all the time, when you want the others to progress, you need the to be more that what they are today. You don't take time for the pleasure to break people dreams (not only) but also to help them and guide them in this world of Glorantha a world of antic heroes no Superman (Lunar red-son of Krypt-moon), no Captain indestructible Shield (Who let him stole the Adamant shield of Arran) but a world of simple heroe like some Orlanthi who can throw his spear, jump on it and fly throw the sky; or a Yelm's son who can ask his sun-father-in the-sky to orbital blast you with the celestial fire... 🀑 Unpleasant : 300% yes ! I don't hate (D&D) players but sadly a lot of them have create the "Munchkin without brains" --the French RPG Magazine Casus Belli call (with humour) such players a GrosBill : "the brain of a canari with the firepower of a Nuclear Aircraft-Carrier"--. I like having player finding way to be some Munchkins but doing it with Intelligence, without cheating and certainly not the "I think I read somewhere in the rule if I spend 3POW to hum-hack-the-rules I can get a Runic Sword +20/+20 vs undead, and as living being are not dead, I can oneshot kill a dragon with it 😁". NooooOO ! NOT UNDER MY WATCH !!!!!!! πŸ™„ Did I give some slap, yes. Did I get better with them : clearly. Did everyone need them : no. I am feeling guilty of anything : NEVER IN MY LIFE ! 🧐 Throwing some munchkin card from another post. Having three tables knives in one hand and triple Fireblade... Within the rules or Not ? πŸ™„ Secret PS : You want to be a munchkin, I will be the first to help you But a Rosen was the Judge Dredd of the Rules, I may be the Punisher of the rules and my motto is "Not under my watch !".
  24. A Lot of good questions ... a bit roleplay is worth a hundreds rolls ! (should note this one ^^) 1/ Yes, Far from the eye the fear decline ... For most people, Emotions and passions decline for multiple reasons : Being away from the source of passions (fear or love) for example... 2/ In RQ3, unused skill for a long time get a % loss. In RQ-G : Nothing in the rules I remember apart form the -1D10% for a fumble. You could add an Event in Ageing or in Family rolls (Between Adventures). Usually one Evolution by season mean +1D6%; I'd say half loss at max so : -1D3 if event is trigger. Another way is to use the evolution of one Passions to reduce another one like Fear(Trolls) getting grind by love (family) because you fight for your family against the trolls -fear uncheck but Love check- and at the evolution phase you use the 1D6% to reduce your fear instead of raising your love so one day, you fear will disappear because your family help you. 3/ Roleplay is the key element to evolution. A success roll mean a check skill but a good roleplay is as much important; 4/ For the passions, I will let the player choose if the event reinforce his passion or not (+1D6% or -1D6%). Ex : Loyalty (individual) is checked for protecting the honor of someone but the individual don't reward properly the hero or choose to ignore him; Will the hero consider this as an proof of true loyalty or will he consider the individual less worth his loyalty... ? 5/ Fear, Hate and Love : For Fear, I'm a bit too much under the influence of CoC. Being far from your fear, and it will lesser as you sanity is restored. Killing the source of your fear (Uz or Manju) or helping resisting it is worth a -1D6%. Hate mainly depend of the reasons, as long one reason still exist, the hate will not decline AND love don't always oppose nor overcome hate BUT the hate of an individual or a race could be overcome with knowledge of the person. Hate (trolls) may be cultural, the day you really learn they are not so different, you may change. And for you Love (Scum and overly sexy Lunar witch), a good week in the Hand of the priestess of Uleria will do the trick (I personally will give a -1% per PA, arithmetically cumulative : 1, 3, 6, 10, 15 PA for 1, 2, 3, 4, 5 % immediate reduction -Magic Service Oblige-). 6/ Not all the time because Family mean some members and Trolls it's the whole race. The more you know a monster, the less horrible they will be (Cthulhu player speaking) but for family n' individual the more you know them does'nt mean your love for them will decline because you are also a part of it. Chalana Arroy / Uleria / Issaries could help for your fear but for Love, there is no cure... Love is the most horrible negative emotion, you cannot forgot it, never !!! Some sociopath arkati knight like me will say to you : better fear and hate than Love. No cure for this ! No Heroquest of chalana/uleria to heal you ! No god to help you (except Minlister...) Edit : bad copy-past πŸ˜› Edit 2 : Did not re-read... was unreadable πŸ™‡β€β™‚οΈπŸ™‡β€β™‚οΈπŸ™‡β€β™‚οΈ
  25. Not really or I rather said Not Only, This simply confirm that sorcerers using the same grimoires and spells must regroup to create a place of power which give a vast source of power and protection. HRQ is mainly speaking about the power and magic in Kethaela+DragonPass and theirs neighbourhoods country so Sorcerers Schools are off-topic from the start ! Argrath's Sartar Magical Union is the exact exemple of this. For the sorcerers part I could think Tosti Runefriends Company because they uses a ritual by drawing to create large magical effects. As some or their method date back to God learners, a lot of sorcery may be involved !!! HOW ? Probably a spell version of Inscribing spell with 5pts base spell (as it is rare) and the cost of 1D10 MP instead of 1 POW. Such Ritual can only be used if all know how to Incribe a spell and also know the spell choosen as well for the casting. A bit similar to the circle of protection in RQ3 (not sure about the english name) which is useless unless it is combinate with another spell !
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