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Richard S.

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Posts posted by Richard S.

  1. Don't worry about the timeline, KoS is probably just a bunch of documents specifically selected and edited by the Harshax's cronies to fit his vision of history anyways. YGMV, your players will drive the Hero Wars where they will and wherever that goes will be amazing.

    Edit: In fact it would be kinda interesting if you could keep us updated on their directions, seeing things through the eyes of a group new to the setting would be interesting and I really want to see how your dragonewt and pyromancer players work out :P

    • Like 2
  2. 11 minutes ago, styopa said:

    In RQG any meaningful assassination team would have at least one with the Peace spell.

    "Whups, sorry, only Rune Lords can act within 1km, everyone else lays down their weapons"  LOL.  Certainly would simplify a lot.

    I think a proper regiment of magicians would have very few non-rune levels in it. You may need to rethink your strategy :P

  3. 30 minutes ago, Pentallion said:

    Being as those are large groups like 200 magicians strong IIRC, that represents a huge assassination team or some Heroic assassins.

    I'd assume small strike teams of not quite hero level assassins, but they're still experienced enough to be assigned national level missions, so probably Rune Lords. If they're part of an organized cult they're probably provided by it with special equipment and/or spells to help finish the job. You don't need a lot, they just need to be smart and resourceful.

  4. Despite how it's generated and presented, Oratory is a single skill, not a category. I think it would be better if you put in an other skills section where your Oratory space is now, and put Oratory under that. Another thing is that the "mind" column in the spells should be a space, not a checkbox. It's supposed to show how many points of the spell you have readied in your mind at the time (you can adjust how many points you have ready if it's variable). 

    Otherwise, it looks good!

  5. 48 minutes ago, JumpingDwarf said:

    So when am experience check roll is attempted, presumably you:

    1. Subtract the category modifier from the skill value that is written on the sheet to get the base value
    2. Roll the dice adding the category modifier to the roll
    3. Assuming the roll plus the modifier was over the existing value (or over 100) then write the new value including the modifier on the sheet 

    Is that correct?

    From what I understand the bonus is factored into your skill value at all times, so when rolling for experience it remains a part of your current skill, but you also add it to the D100 roll.

  6. 3 minutes ago, Grimmshade said:

    Semi-forbidden necromancy will be good for story purposes!

    I'll look into Dara Happens, as that seems to fit fire scribe pretty well.

    Ah yes, the sun worshipping Greek/Babylonian assholes. They're a very rigid, patriarchal society ruling much of Peloria and currently the central provinces of the Lunar Empire. Their emperor, said to be a son of Yelm, is also the Red Emperor of the Lunar Empire and son of the Red Goddess, and the de facto head of the Yelm cult. All male Dara Happens are nobles, but only a few initiate to gods, preferring to merely be lay worshippers, and a small minority practice sorcery, mainly the cult of the scribe god Buserian. Families also practice ancestor worship, tracing their lineage back thousands of years into the god time. The Dara Happens are enemies of the Orlanthi and their god, seeing them as good-for-nothing rebellious barbarians (rebellion is the capital sin of Dara Happa), mortal enemies with all Darkness cults, and they dislike Water cults too. They are allied with the Red Moon and Yelm is married to the Earth goddess Dendara, so they are on friendly terms with those two pantheons.

  7. On 9/23/2018 at 5:11 AM, Jeff said:

    Actually that was a typo which has now been fixed. Thanks!

    Are Vinga and Adventurous going to be separate subcults in the GoG? I heard something about that but considering what's been said in this topic I'm not sure if that's accurate anymore.

  8. Just now, Grimmshade said:

    Thanks guys!

    So here is what she has decided upon. (Keep in mind we are Gloranthan noobs, and advice/suggestions are more than welcome!)

    She was a dragonewt who really failed during her last lifetime. Was really evil or something. Instead of reincarnating in another dragonewt form, she reincarnated as human. 

    Now, this part we haven't totally figured out yet, but she wants to be a necromancer and to have her old body as an automaton/mount. (It wouldn't be any more powerful than a bison or something)

    What she was thinking is that she was really advanced, almost dragon, and then really messed up, OR alternatively she was cursed by a rival/god/etc. 

    Thoughts?

    Ehh. YGMV again but here's my issues:

    1. If a dragonewt reincarnates as a different race it will be a dinosaur, and only if they regress to and then fail at being a crested. Basically a dinosaur is a lower caste than even a crested :P. Magisaurs are a particularly good option for former dragonewt PCs as they commonly learn human magics and interact with them.

    2. Evil is a bad way to describe why a dragonnewt would regress. They regress due to "wrong action", the opposite of "right action", basically by disobeying their duties/and or becoming too entangled with the world. Instead of regressing, a dragonnewt can also just become cut off from the cycle if the inhuman king deems their wrong action too great, preventing them from every resurrecting again and making them an outcast in dragonewt society.

    3. Dragonnewts will go to almost any length to destroy/mutilate their past bodies so they cannot be used for anything, which would degrade the dragonnewt's soul. This is in fact part of their Utuma suicide ritual, in which they use their blade to mutilate the body so thoroughly while killing themselves it can never be used again. Thus, unless they screwed up at destroying it, there is little hope at resurrecting the body, as it was either destroyed by them, by whatever killed them, or used to make dragonewt hide armor (a very magical and difficult to make thing).

    4. If they were already near drains dragonhiod, aka in the final stages of being a winged/ruler, how did they mess up so badly as to be divided from the path, and how did they die before attoning it? By all rights they should've been spending most of their time cooped up in meditation preparing for the final transformation, or even waiting in their egg.

  9. 32 minutes ago, Grimmshade said:

    I was wondering if the Dragonewt would be possible as a PC? My wife loves playing lizard/dragon types, and it's the only real lizard type I see in the Bestiary.

    Also, the Telmori werewolves are listed as being a possible PC race, but in the book there isn't a section calling them out as such.

    Alright, as self-appointed dragon expert of the unofficial Chaosium discord (a position which I am definitely not qualified for), here is my opinion on dragonewt PCs: don't.

    Or at least not traditional dragonnewts. A barbarian dragonewt (aka one which is no longer part of dragonewt society and cannot resurrect/evolve) can be fun to play, as they still retain some dragonewt features while also being able to adopt other customs and magics. How you would go about determining runes and passions for them is a mystery to me though. Perhaps they acquired a connection to one or more runes resulting in their departure from the path? In any case they'd probably still be an odd duck to play.

    Perhaps you could play an orthodox dragonewt temporarily, one who is on a mission from their temporal ruler. If so I'd suggest imposing some restrictions on their behavior given by their ruler, to better integrate with mortals, and also focusing on the threat of them losing the path of they become too involved in the world. Plenty of odd, random behaviors and bizarre rituals should be enacted by the player, and then and the GM should discuss their dragonnewt's mission and restrictions/obligations in private.

    In either case I'd recommend you keep player characters to the Crested caste. That will both keep them from completely overshadowing the party in combat with higher castes' dragon magics and hightened physical abilities, and it's more reasonable that they would have fallen/be on a dangerous mission like that. Also if they're barbarians they can still learn non-dragon magic if they're created.

    Anyways, YGMV. These are just my suggestions if you want to try and sick to "canon" (at least I hope this is acceptable within canon), but you could always change up how dragonewts work or interact with the world if it suits your game.

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  10. 3 minutes ago, Caras said:

    In GM Screen Pack Leika has two Runepools. One for Orlanth Adventurous/ Orlanth Rex. And it has 16 Runepoints. But she has other for Vinga. And that has 12 points. Is this ok? Ain't Vinga and Adventurous the same thing? Those should be in same pool? Or what? Or is it just an error in the book?

    According to what I've been told, Vinga and Adventurous are going to be seperate cults/subcults of Orlanth once the GoG hits.

  11. 35 minutes ago, Marc said:

    I think this is a GREAT idea. Even came up with one, only to find that someone beat me to it ( The ASL Corollary ).  I'm wondering if all of these could be added to the wiki

    That would be awesome if someone would add them to the wiki, especially since Jason said that only a few would make it into the rulebook.

  12. 22 minutes ago, jajagappa said:

    The Harald Motto:  Don't be afraid to create or add to Glorantha.  If you want or need a new myth, a new spell, a new cult, a new clan or city, add it.  It's your game - your personal touches will add to and enrich it for your players.

    Isn't that basically YGMV :P? I have a similar one: don't let canon get in the way of a good time. If your players do something that goes against the lore, roll with it, not over it. Change the world so you can play better, don't change your play so you can better fit the world.

    • Like 2
  13. I don't know what to name it (the Stevenson principle? :P) but here's one of mine:

    Your players may not know or care about the lore of Glorantha as much as you do. If so, don't try and shove it in their faces, this is a game, not a history lesson. Start small and build upon the world as your players encounter it, not relying on them knowing everything beforehand, and if they're having trouble or not enjoying it tone it down.

    • Like 7
  14. Runes are not something which can be "applied". You don't "use" a rune by drawing a symbol our something, you use them by channeling the powers they represent, whether that's by casting a spell granted to you by the gods of the air, applying your knowledge of the principles of earth to raise a golem, or by making a bargain with a spirit of truth. Perhaps you may draw or sign a rune to help you remember the ultimate power you are drawing from and focus the energy, but the act of signing a rune has no power in and of itself.

  15. Which pieces in the book are NSFW per say? There's a few that hint at it, but besides the pieces in the cults chapter (the cartoony-looking ones of the gods) that are meant to resemble bronze age artistic styles, there's not any pieces that explicitly show any "parts" IIRC.

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