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Scotty

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Everything posted by Scotty

  1. I'd suggest that the reason that Humakt is Hostile to Zorak Zoran is that they can and do make undead... Create Revenant, Create Skeleton, Create Zombie, do make Zorak Zoran look like a corrupted Death cult in the eyes of Humakti.
  2. RQG is very straightforward on this: Once alive creatures (body and soul/spirit) that continue to act once dead (body, but no soul/spirit). They have no POW, but do have magic points. They are usually maintained in this state by some kind of magic. Jolanti are not undead as they were never alive and are artificial constructs. They too have no POW, but do have magic points.
  3. Or just have a cool artefact like the Goldenblood.
  4. Yes, it will illuminate the area in front of the shield. Lantern is directional, so on front of a shield is ideal. Light cast on the tip of an upright spear will illuminate all around. It's part of the Founder of the Cult's, subcult Monrough. Pious Yelmalians will want to join this subcult, Those who know this spell always will wear a brass arm ring with the Fire Rune inlaid in gold to mark that they know the spell (as Cults of Prax Classic 55). Note that specialist spells are cheaper as they are usually discounted for initiates or free. I also missed that Yelmalio initiates get Light at half price too, so: 15L vs 25L.
  5. Please stick to the subject The difference between Lantern and Light, which is better? Please start a new topic for the usual Yelmalio whinging.
  6. Lantern is a Yelmalio cult special, that is cheaper (15L as it's half price to initiates vs 50L) with a slightly larger radius (12 vs 10m) and pretty much designed for shields. Light is a point of light, that everyone else has to use.
  7. Enchanted or unenchanted Iron weapons & armor have more hit points, that's it: RQG 327, says effectively the same.
  8. Precisely, if you want to avoid the maths, just use a quick rule.
  9. The words are used interchangeably (see Mythology (PDF), pages 23, 44, 47, 49). Only the Dwarfs or a sage can likely tell the difference.
  10. In real life horses can comfortably carry 15–20% of their weight. In this RPG, you could easily rule the same, using the SIZ of the rider and mount, so a rider SIZ 12 would need a SIZ 60 mount and a SIZ 19 would need a SIZ 95 mount. But this is fantasy, so lets just assume that mounts in Glorantha are super strong and that generally a rider needs a mount at least twice their size. The SIZ 19 adventurer needs at least a SIZ 36 mount! Sereds that SIZ do exist, but a bison or high llama is more appropriate. This is not SimGlorantha, have fun, not maths...
  11. Feel free to adjust the numbers to suit your game. Occupations on page 64 states that, and you can apply it to any part of adventurer creation.
  12. This is certainly possible (must be done with resurrect too), and would likely be done by their assistant who would then guard the body hoping for their return (remember depending on their level it can range between an season and 1 SR). They die and their spirit follows what ever path is normal when they die. Usually ending up in the afterlife of their Greater Entity They could chose to remain as a ghost, tied to where they died, or go on to the usual path. Whichever fits the story better or the player's choice. Looking Leona the shaman in the last issue of Heroes (Volume I Number 4), there are great examples of bound and haunting shaman relatives. They may still need to wait depending on their level in the ability (between an season and 1 SR) No, only if the Rune spell is one use the caster. Healing a body before resurrect does not cost permanent Rune points either. Personally I'd allow an adventurer to return as an Oakfed (a huge Urzani).
  13. Note that there is a typo in the table heading, Points should be Level (now in Q&A). This is likely why you are confusing the points of healing needed to bring the shaman to one hit point point and the already purchased level of the ability. The level is the already acquired ability per Adding Shamanic Abilities, page 359. If a shaman has four levels in Self-Resurrection, they can bring themself back in one hour. So if a shaman dies and is at -8 Total Hit points, it would usually cost 9 magic points if they used Heal Wound, however this ability uses POW for healing so would cost 9 POW to reach 1 Hit point (and the Rune point for Heal Wound in this example) The wait is based on your already developed ability, that you have already acquired to a particular level. It never becomes free as you need to spend POW to heal yourself. No, you need a minimum of 1 level in this ability to use it. Simply, Jaldon is a summoned embodied spirit. This not related to magical sleeping. No. If they don't have enough POW to heal themselves, they remain dead. If they remain as ghosts, they use the normal spirit combat rules for attacking (one round to become visible, etc) and use their magic points. Enough that they have enough POW to heal themself. Yes it's final: Cremate Dead: This spell allows an official (usually a priest) to fully destroy the bodily remains of any one person after death. Fetches aren't embodied (allied spirits are). The fetch remains with the shaman in the spirit world (it is part of them) In this case they aren't really dead as they are about to self resurrect, so nothing happens. The spirit departs back to their god and the animal's original spirit reasserts itself. In this case as they aren't really dead, it remains. Yes, but they will need to learn a specific (named) version of summon (entity), eg Summon (Bob the Ghost). Alternatively they can use Summon cult spirit if appropriate or Summon specific ancestor, or any specialist specific spirit cult summoning. eg Summon Son of Votank per Lightbringers, page 85. added to q&a
  14. It's never been closed: Chaosium Cult of Chaos Game Master Program.
  15. That's the best solution. I was trying to find if an issue had been reported, but unable to search the pages easily.
  16. Please note that this thread has been tidied, and multiple posts by individuals have been merged into single posts. Brian's helpful numbering post is now in the main post. If you have already posted issues, and have more, please add them to you main post using the three dots on the top right of the post and select edit.
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  18. You might want to consider adding this as a blog post - many people add their games to their own blog on this site (It's free) - click Blogs at the top, have a look around, then Create a Blog.
  19. You may find the ORC AxE (Answers and Explanations) document helpful: https://downloads.paizo.com/ORC_AxE_FINAL.pdf along with the ORC Discord : https://discord.gg/JcHYwyxR8E All the links are here: https://paizo.com/community/blog/v5748dyo6sico?ORC-License-The-Final-Version-is-Here#1
  20. You probably noticed that in section IIIe, the current Library of Congress number is a placeholder. Once it's signed, it will be updated to final. See also; https://paizo.com/community/blog/v5748dyo6sico?ORC-License-The-Final-Version-is-Here#1
  21. It is not a completely separate cult, it's the same cult - a full cult acting as a subcult and identical full cult. If you wish to penalise your adventurers for this then that is up to you. As such in my game I won't penalise my Odayla player's adventurer if they transfer from Orlanth Odayla to Odayla as it's the same cult...
  22. it's updated to deal with the full writeups not available in the core rules. It can apply where you need it. As there's effectively no Odayla temples in Sartar, one of my players worships Orlanth Odayla. Yes, because where the subcult exists at a temple there won't be the full cult nearby. Yes, they aren't usually subcults. Take Barntar as an example. In Peloria he's a full cult, associated with Orlanth and Ernalda. In Sartar, he's a subcult of Orlanth, associated with Ernalda who worships him independently even though he's a subcult of Orlanth. The Mythology book isn't stand-alone, so the definition of subservient hasn't changed in the core rules: A subcult is a smaller and often local version of a cult, which worships a local variant of the deity, a minor god subservient to the deity, Associate cults are deities worshiped as part of the cult that are also worshiped independently outside of the cult. It depends on your game, my Odayla player wrote Orlanth Odayla on their sheet. They have Orlanth Rune points. There's no penalties. Either keep a Yinkin runepool or switch it to Orlanth. Switch it back if needed. My Odayla player has asked what happens if they find an Odaylan temple - the answer is nothing. There's no need to penalise adventurers for subcult/full cult shenanigans. Yes, or even more, but they are usually geographically separate. Sort of, Shargash and Tolat have different subcults not available to each other. You won't find Alkor amongst the The Marazi or Uxoral Ecstasy amongst Shargash followers No, they go to a local shrine in a temple where Chalana Arroy is an associated cult. (Note subcult = subservient cult). For the Lightbringer cults there is also the option of a Lightbringers temple such as the one at Clearwine. The temples are usually separate unless one is missing. Have a look at the GM Screen Adventure book that lists all the tribal and local temples. There's also the following available in clan write-ups: Orlmarth Clan Varmandi Clan Ernaldori Clan Hiording Clan Member of the clan, not initiate of the clan, is defined by Loyalty (clan). The connection to the clan wyter, is by having Loyalty (clan) and having given it magic points within the last season. Yes. Keep it simple.
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