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Darius West

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Posts posted by Darius West

  1. 5 hours ago, Shiningbrow said:

    Ummm... what? It's only +2 for the highest rated Rune.

    Whoops.  Shows how long it has been since I read that part. 🙂

    5 hours ago, Shiningbrow said:

    But, getting to 32 INT (or higher) is easy!!! (expensive, but easy). You can increase Intensity via Inscribing with extra POW... That's possibly how some of those you mention did it. Also, crystals. And enchantments (as evidenced by one NPC in a scenario). That last might be the "sneaky rort magics", but the others are already RAW.

    As for Enhance INT, I'd be ok with throwing in a Man Rune to lower that Intensity:INT ratio (actually, Intensity: whatever stat your boosting).

    Page 390.  I don't think I read that nearly carefully enough.  That's a pretty big bonus.  Admittedly you pay thru the nose for it, but you get 1 point of Free Intensity, Duration and Range without needing any spell manipulation. 

    I note that it doesn't specify whether you can keep putting points into the same inscription after its creation. I would assume so given that it says you can add points, but is that while you are opening the inscription or subsequently too?

  2. Without question, Sorcery in RQ has a steeper learning curve than other magic systems.  

    The largest advantage that sorcery brings is Duration, with which it can easily outlast Shamans and Priests regardless of how much Extension they bring.

    Of course Duration also brings its own problems and you almost need a spreadsheet to keep track of when your spells will lapse.

    Enhance INT is an interesting spell too.  Hypothetically if you start with a 21 INT (18+3 for Fire Rune), and Enhance INT in a matrix, you can start with 12 points of the spell (+4 INT) and 9 points of duration which will net you an INT of 25 for 1 day.  You can then cast the spell using 24 points of free INT for +7INT and a duration of 10 minutes, netting you 28 INT which you can then use to cast again netting you 29 INT for 5 minutes ( if you haven't run out of MP yet).  At this point the spell taps out from what I can tell, as it requires multiples of 4 and you can no longer boost it high enough to get from 29 to 32.

    Obviously there is a method, as Zzabur can cast huge spells, but for players, according to the present rules, places and components don't boost Free INT, but only your basic casting skill.  No doubt the Malkioni have some sneaky rort magics up their wizard sleeves that allow them to boost their Free INT even higher, perhaps via rituals that allow the primary caster to borrow all or a portion of the Free INT of other sorcerers participating in the ritual.  Who knows?

  3. In an ideal world we would have a program that would employ real world physics to the problem.  The force would come directly from the Size & Strength of the person wielding.  The area connecting with the enemy would dictate the level of damage as a fractional multiplier based on surface area.  The weight of the item would also be involved in the calculation of the damage etc.

    In the case of giants we have no hard and fast rules.  What we can say for certain is that the damage bonus for giants is (frankly) catastrophic for player characters.  Unless you have Shield of Arran or a good dodge, your character will likely die because you cannot meaningfully parry a giant.

    As a rule of thumb, your average human is Size 13, so if you divide the Giant's size by 13 (round down) you could then raise the damage based on how big the Giant is, but there is some sort of square rule for height to SIZ.  SIZ is a bit of a nebulous and problematic stat that is generally geared around human dimensions but develops problems (which are otherwise not obvious) when applied to other creatures.  So if a Giant is SIZ 39, double the weapon damage, if the giant is 78 double it again (I think...(I'm trying to remember the rule a friend proposed here)).

    Feasibly if a weapon employs 2 dice (like greatsword 2d8), you can add an extra dice for every 13 SIZ (so siz 26 giant does 3d8 with his oversized greatsword).

    For the most part, Giants will never be able to afford metal gear; it is simply too expensive for them, especially as they keep growing.  They will be limited to wooden items no larger than the largest tree on their continent, and are unlikely to develop much more than clubs.  Of course Hero Quests are also a thing...

  4. My votes for Glorantha would be Dorastor (you're gonna need cure chaos wound and psych therapy), The Underworld (you start by being dead), and that place in Pamaltela with all the giant monsters (om nom nom).

    My votes for Dragon Pass would be Hydra Valley (om nom nom), Upland Marsh (you're gonna drown), and the Earthshaker Temple (tourists double as sacrifices).

  5. On 7/7/2022 at 5:55 AM, metcalph said:

    It's also repeated in the Glorantha Sourebook p70 which originally appears in Wyrms Footnotes.

    This is the version I subscribe to, I only raised that other Ernalda/Dendara link because I bumped into it and wondered if something had been retconned.

    On 7/7/2022 at 5:55 AM, metcalph said:

    Given Teshana's maritial discord described in the book and curious features in the Teshnan frieze in the guide, it's my belief that Teshnos was at the other end of the Goddess Switch suffering the failed marriages.  

    That seems like a good answer.  If it isn't canon, it should be imo.

  6. 23 hours ago, metcalph said:

    It's not so much as the question of whether they can make familiars (Probably) and how to do so (Probably similar to Weapons and Equipment) but the idea that every sorcerer *must* have a familiar to demonstrate mastery of their craft.

    So... You have to have a familiar as a sorcery "flex".  Far be it from me to say that this is wrong, I love the idea, but I also think it is humorous.  I mean... "Yeah, I sank a ship with my illusory force spell, but I'm no sorcery master unless and until I can imbue my pet with superpowers."  It just seems amusingly arbitrary, like telling someone they can't graduate because they have the wrong color stripe on their gown.  This is not a criticism btw, I love arbitrary traditions and conventions that iterate the world in odd ways.

    • Haha 1
  7. 19 hours ago, JRE said:

    But we do not use RQ3 anymore, and you have only one familiar, so there is no need to make familiar creation expensive in terms of stats.

    Has any product reintroduced sorcery familiars?  I haven't bought the Red Book of magic yet so idk.  AFAIK presently we have no rules for familiars in RQG as a result.

  8. 1 hour ago, Shiningbrow said:

    What's the point/intention here?

    We can already store spells in objects, as well as MPs (non-regenerating), and a spirit (both spirit magic spells, and regenerating spells).

    So this idea confuses me, as it seems quite impractical.

    May I direct you to Strangers in Prax (RQ3) in which on pages 66-67 there is a fairly detailed write-up on the sorcerer Arlaten's familiar nail-head.  This was a pretty good model of what was possible regarding familiars using RQ3 sorcery.  The idea was that any "incomplete" creature could become a familiar, and that meant inanimate objects, the undead, animals, elementals etc.  They became a storage for spells so the sorcerer could keep their INT free among other things.  There was a lot of scope to have a dangerous magical pet to do one's bidding.

    • Like 1
  9. On 2/16/2021 at 11:07 PM, MOB said:
    '30 Coins' creator and director, the Spanish filmmaker Álex de la Iglesia, is a long-time fan of the Call of Cthulhu tabletop RPG.

    I saw this back in 2020 soon after its first release.   As to CoC influence, it literally has 

    Spoiler

    frikkin' Nyarlathotep's classic tentacle face manifestation going CGI apeshit in a museum which holds the spear of destiny.

    in it.  Kinda pulp, but fun.  I'm pleased another series is on its way, and live in hope it will be as good as the first.

  10. 12 minutes ago, David Scott said:

    It references the Ernalda cult in Book 5 of RQ3, where it says:

    While this could be interpreted as the Goddess Switch, it's doesn't actually say that.

    I am getting my info from this link: Goddess Switch

    I don't think this source is correct, but it is out there.

  11. 3 hours ago, David Scott said:

    Where did you find that?

    The Goddess Switch was with two Earth Goddesses (GtG 352) and happened in Slontos, causing famine in Esrolia.

    We don't actually have any more details than that, likely because it all disappeared under the waves.

    Yes, that is what I thought, but there is another version kicking around on Glorantha Wiki

  12. On 7/4/2022 at 5:01 AM, Godlearner said:

    I am setting up a village, in my campaign, with primary worship bring those of Orlanth, Ernalda, Barntar, Grain Godess.

    To me it seems that there is a lot of overlap between these four cults, so please help me strainten things out. Who would worship each deity? 

    Okay, so Barntar is a cottar deity, and is a Thunder Brother, and so can be seen as a sub-cult of Orlanth.  Barntar is followed by men who are dedicating their lives to the cultivation of cereals, rather than war or leadership roles.

    The local grain goddess is a sub-cult of Ernalda, unless for some reason Ernalda isn't locally venerated, such as in a place where Yelmalio holds sway and considers Ernalda a slattern.

    Otherwise Orlanth and Ernalda are the primary male and female deities in most Orlanthi villages.

    You should also consider deities like Heler, Voriof, and Uralda if we are getting agricultural.  Not every clan can manage a shrine to them, but herds are super-important.

     

    • Thanks 1
  13. On 7/2/2022 at 6:16 AM, Erol of Backford said:

    So the PC's come across an abandoned temple. It happens to be of one of their gods. It has bound spirits. Its a shame to leave said spirit where it is all lonesome and sad. They are Rune Lords or Rune Priests (as required to enter) how would one go about either moving/relocating a temple? In lieu of leaving any bound spirits how would they be moved? Would Command Cult Spirit allow a PC to transfer a bound spirit to another object?

    Just wanting to sort out the mechanics of it all. Thanks in advance!

    I think the most likely scenario for a spirit to remain in an abandoned temple is if the structure was sacked during a military take-over and the local population were "moved on", either as slaves, or simply driven off their land.  Of course there would be abandoned temples in Dragon Pass that would date back to the EWF period because of the True Golden Horde and the Dragonkill.  As to moving spirits on, it might be more interesting if they became a source of an Allied Spirit for a newly minted Rune Priest or Rune Lord.  Otherwise, I would assume that a ritual de-consecration would serve to free the spirits, but might not help them find their way back to their deity without a bit more help potentially.  Command Cult Spirit would also definitely work imo.

    • Thanks 1
  14. On 7/4/2022 at 3:03 PM, FlamingCatOfDeath said:

    But there is a more fundamental test which is going into the godsworld and trying to identify the two gods together. That is how they made grandfather mortal and the rest of their composite deities: identification. The issue is that when their models were incorrect in regards to the two earth goddesses they refused to revise their models. The great sin of the godlearners was not the act of making models, it was refusing to revise their models when confronted with conflicting evidence.

    We don't know exactly what the error was.  Apparently what I had read earlier about the switch involving grain goddesses has been retconned and now involves the interchangeability of Dendara and Ernalda.  I don't buy it, and that won't be in my Glorantha.

  15. 6 hours ago, Exubae said:

    I remember a fanzine article that named Surio as the aspect of Yelmalio worshipped by the Ostrich folk, not sure if this was an 'official' article or just fan written though. Memory is not what it was but the title 'Many Suns comes to mind'.

     

    3 hours ago, David Scott said:

    That was in Codex #3 (1995) Lies With Truth, or more ruminations on the nature of the Sun God and Truth after reading the glorious ReAscent of Yelm, by Martin Crim. It had other names for Yelmalio too, all by the author.

     

    Thanks for the info gentlefolk.  I have access to both Codex#3 and the Glorious Reascent.  Having reviewed the article in Codex #3 Martin Crim identifies the Ratite/Riskest Empire aviary rider god Veng by name and suggests the name "Khim" for their Yelmalio, not Surio, as suggested. I am inclined to think that if that is the precedent, and the only reference in any literature alluding to the name of the Ostrich Yelmalio, why not call him Khim?

  16. 21 hours ago, jajagappa said:

    Yes, I think you could align the part (spirit) of the Earth that did not die, or was attuned to or part of the Spirit World, as a shamanic fetch that inhabited the Earth while the goddesses slept.  But would that change anything about Serdrodosa's nemesis?

    It might be that the challenge for Serdrodosa was to escape her Nemesis rather than destroy it, given that Karjakan is eventually killed by Kolat.  Swapping places might play a role in that?

  17. 2 hours ago, JRE said:

    "A Tale to Tell" continues Muriah's history beyond Borderlands. It was first published (for RQ3) in White Dwarf 85 in 1987, and then included, with some changes, in Shadows in the Borderlands.

    Much obliged for not making me chase this up. 👍😅

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