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Richard S.

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Posts posted by Richard S.

  1. 38 minutes ago, Bill the barbarian said:

    Perhaps I can clarify my point, Yelmailons and Orlanthi ritually engage in riddling and this is considered normal and acceptable.

    So wait, are you saying that the ritual riddling contests between Wind Lords and Sun Lords can lead to illumination? Iirc, Nyaslorian riddles are quite different.

  2. Just a thought I had while skimming this thread through: instead of a floor, how about physical and social skills having a cap equal to DEX or APP x2 or x1.5 or something? It wouldn't be a huge disadvantage for people with average attributes, but if you want to get really good at certain skills then you have an incentive to build up those attributes.

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  3. How would y'all go about adding a more high fantasy magic system a la D&D to Pendragon? I know KAP4 already had a magic system, but since I don't own that, and have heard it's rather slow and costly even if very thematic, I'm not too interested in using it. I was thinking that maybe magic users could have another attribute like Magic or Power or something to determine their talent and capacity for magic, which would also help avoid muscle wizards, and then also giving them different skills for different schools of magic.

  4. 1 minute ago, PhilHibbs said:

    Correct. RQG has relatively simple rune mechanics, only using the subset of 2 form, 8 power, and 6 elemental runes (plus plant for aldryami). So while Yelmalio's actual rune in Glorantha is the Light rune, no adventurer has that rune. Just like no adventurer has the Equal Exchange rune, so the rules use Stasis for Issaries instead (which is tough for Orlanthi with their high Movement runes).

    Issaries uses Movement and Harmony I thought? At least those are the two runes that make up the Trade rune.

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  5. 7 minutes ago, Crel said:

    Does it work on vampires, perchance? (... or have I assumed an incorrect reference? ;))

    Ah damn, I forgot to add the part where it gives everyone in your family tree Fetches too. And yes it does work on vampires, but the whole thing just ended up breaking the compromise and time stopped!

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  6. Fetching Arrows

    The Fetching Arrows consist of a set of six arrows of extraordinary craftsmanship. The head of each is heart-shaped and made of an unidentified, gold-colored metal. The heads are also carved with intricate yet inexplicable runic designs and embossed with various animals, ranging from ladybugs to falcons.

    Cults
    Hostile - any shamanic cults who learn about the arrows will probably have a strong dislike for them and their users.

    Knowledge
    Automatic - they can be activated simply by using them as regular arrows and shooting or stabbing someone with them.
    Few - there are only six known to exist.

    History
    These arrow-shaped charms were carved from the remnants of a star that fell from the sky during the gods war and used by the desperate community where it crashed to survive the darkness. With the dawn of time, most the arrows remained hidden in the far north where the star fell, though it is believed that two have made their way south.

    Procedure
    None. There is no known way to make more of the arrows.

    Powers
    The power of the Fetching Arrows is to awaken an individual's Fetch, regardless of whether or not they possess any shamanic training, immediately and with great trauma. A Fetching Arrow will activate when shot or stabbed into a victim and dealing at least 1 point of damage. Upon activation, the spirit of whoever it damaged will automatically be flung through the spirit world, undergoing extreme trauma in mere seconds as their untrained soul is forced through trials beyond their comprehension. Afterwards, if they survived, the victim will probably be unable to understand or remember fully what happened during their awakening.
    During their awakening, the victim will lose 3D6 POW to their new fetch; if this brings their POW to 0 or less the victim instantly dies. If they survive this, they next must make a POWx3 roll in place of the Spirit Dance roll a shaman would make, though using the same table. The victim does not face the bad man, and so gains no taboos, but also gains no more gifts other than the one free one. What free gift they receive must be determined by the gamemaster; usually it is Materialize Fetch.
    Unless they have gone through a shamanic apprenticeship beforehand, the victim will probably be unable to take advantage of the benefits a normal shaman has, due to a lack of knowledge of the spirit world and the unnatural way in which they acquired their Fetch.

    Value
    Selling one of the arrows to someone who had no knowledge of their power would probably only fetch a few clacks, maybe more on account of the excellent craftsmanship and beauty of the arrow. To someone who knows of the arrows' properties, though, they could fetch anywhere from 1000 to 2000 Lunars.

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  7. So I just bought the sourcebook and the part on the warlocks and the SMU really stood out to me. Now I'm thinking of doing (or probably just planning out) a campaign where the players are warlocks, but considering that an average magician regiment has 30-60 members and the average bodyguard unit 500, it's a tad large for an adventuring party. How would y'all go about having warlock characters or using the SMU in your campaigns?

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  8. I wouldn't say there are any that are totally "fake", but there are definitely cults in which the worshippers get little to no return for their investment while the priests secretly use their followers energy for themselves. The EWF in its latter years was a great example of this from what I've heard.

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  9. On 6/19/2019 at 12:55 PM, The God Learner said:

    I have thought about presenting the HQ style in a somewhat less elevated manner: that one session equals about one comic book, and that fights should be comparable (in particular, often resolved in just a panel or two rather than through a long loving tactical process). In other words, the tempo is usually intended to be brisk.

    Of course, you can also have comics where the whole length of it is just a combat.

  10. 9 minutes ago, Bohemond said:

    So as you read it, I'm correct that because he is an Animist, Herrox cannot do anything with his Water rune? In order to actually do something with his Water rune, he needs to initiate into a theistic Water Rune cult? Is Herrox' player just laying the groundwork to initiate into a Theistic Water Rune cult at some point later in the campaign? 

    He can still augment with his water rune I think.

  11. 1 hour ago, RHW said:

    One interesting cultural issue for Caladraland is that SMOLDERING REBELLION is probably legal to cast and might have a lower threshold for success, so that if the Volcano Priests and Lords don't like whoever is in charge locally, they can vote with their POW. It appears that Caladraland is something of a democracy with elected Governors under the God-King. This is probably the only way they could have a functional government, since SMOLDERING REBELLION would quickly end the life of any unpopular unelected monarch.

     

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  12. 6 minutes ago, jajagappa said:

    Slightly out of order. Sequence is:

    Full Moon - Wildday

    Full Half - Godsday

    Crescent Going - Freezeday

    Dying - Waterday

    Black Moon - Clayday

    Crescent Coming - Windsday

    Empty Half - Fireday

    Oh, you're right. I got Wildday and Godsday flipped, my bad.

  13. It's a full moon at sunset on wildday. From there it goes to full half on freezeday, then crescent going on waterday, then to dying on clayday. Following dying is black on windsday, crescent coming on fireday, and finally empty half on godsday before it gets back to the full moon.

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