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RHW

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About RHW

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    50% Lhankor Mhy, 50% Eurmal.
  • Birthday October 28

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  • RPG Biography
    RQ, DND, Homebrew Hero Wars/RQ hybrid, Champions, Traveler, Paranoia, Shadowrun
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    The Harmonious Scions of Eventual Liberty (American Revolution as a Wushu Fanstasy Epic w DND rules)
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    The World
  • Blurb
    A little Lhankor May, a bit of Orlanth, a touch of Uluria, and a whole lot of Eurmal, all in the name of Isseries

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  1. Change of pace. Here's a cult that fits in one post! Caladra & Aurelion. I know they've been gregged a few times, and maybe Caladra is actually Lodril. Or maybe not. I can't keep track. At one point, I made the twins a subcult of Vestkarthen, but then I made it a stand-alone. I'm still not entirely sure what to do with them, but here they are: CALADRA AND AURELION (Volcano Twins) Caladra and Aurelion are twin gods who celebrate the natural cycle of renewal and destruction of Volcanos. Their cult is popular in Caladraland, where it often replaces the cult of their father Caladril (Vestkarthen). Runes are Fire and Earth. The cult of Caladra and Aurelion provided soldiers and field priests for the God Learner Empire of the Second Age. As such, it is widely distrusted outside of Caladraland. Caladra and Aurelion are unique in that they have both Priests and Rune Lords. Priests are called Children of Moray. In addition to the usual requirements, Priests must know Ignite and all three specialty cult Detect Spells. Rune Lords are called Companions of Tessele and must have Mythology (Caladra & Aurelion) at 50%+ and have a POW of 15+. They must have 1h Axe, 2h Axe, or Spear at 90%+ and 90%+ in four of the following: Dodge, Any Parry, Thrown Weapon, Sing, Dance, Craft (Farm), Mineral Lore, World Lore, Orate, Any other Axe or Spear skill. They must know Ignite and all three specialty cult Detect Spells. Caladra and Aurelion have no subcults. CULT PERSONALITY SKILLS: Balanced, Protective CULT SKILLS: Volcanic Thrust, Diamondspeech, Craft (Farm), CULT SPELLS: Detect Obsidian, Detect Earthblood, Detect Diamond, Mindspeech. Mindspeech is also considered a Cult Specialty Spell. CULT RUNE METALS: Iron, Gold, Copper, Obsidian CALADRA (FIRE) RUNE MAGIC SUMMON FIRE ELEMENTAL (S or M), BURN FIELD (Rune Magic, Ranged, Stackable, Duration = Special, 1 pt.) This sets fire to a field of crops, and area of brush, or any other area of vegetation with a 25m/pt of spell radius on the target point. The fire starts at the target point, burning and spreading normally until it reaches the border of the spell, at which point it spreads no further. The fire burns until the vegetation is consumed, then extinguishes itself. Areas affected by Burn Field will yield 50% more crops if planted within the next ½ year. If the last affected by the spell is later blessed with Bless Crops, the effect is cumulative. EXPLODING JAVELIN (Rune Magic, Touch, 1 pt) Cast on a javelin or other thrown weapon. When thrown, the weapon will do 3d6 fire damage if it hits. Fire damage is matched against the target’s lowest location armor, including spells, in a resistance roll. If the resistance roll is a success, target takes full damage to total hits. If not, target takes ½ damage. FIREDWELL (Rune Magic, Touch, 2 pts) This spell alters the metabolism of the target to enable survival in volcanic heat. Additionally the target can see through volcanic fumes and breath noxious gasses without harm. Targets take 2x damage from cold attacks, feel cold at normal temperature, suffer -3 DEX at O C, -6 DEX at -10 C, -12 DEX at -20 C. Each time this spell is used there is a cumulative 1% chance of it becoming permanent. INCREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point of Increase Fire enlarges a fire by 1 hex or intensifies it by 1d6 damage. It may be cast on a Salamander to increase its volume. It can also be used to increase a Salamander’s fire damage by 1d6 per point, but in this case the Salamander itself also takes 1d6 damage each round per point of the spell. LAVABLADE (Rune Magic, Touch, Stackable, 1pt.) Replaces the damage of a stone tipped spear or axe with 3d6 fire damage. Each additional point adds +1d6. SUMMON CALADRIL (Rune Magic, Ritual, Summon, Stackable, 1 pt.) This spell must be cast on an active volcano. For each point of the spell cast, the volcano has a 1% chance of erupting. Multiple casters can pool their Summon spells to have a higher chance of eruption AURELION (EARTH) RUNE MAGIC BLESS CROPS, SHIELD SUMMON EARTH ELEMENTAL (S or M) DECREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point decreases a fire by 1 hex or reduces its damage by 1d6. If successfully cast on a Salamander, the Salamander’s damage and volume are both reduced by 1d6. This spell also reduces the damage of Fireblade, Firespear and similar spells by 1d6 per point. DIAMONDEDGE (Rune Magic, Touch, Stackable, 1 pt.) This spell must be cast on a stone tool or obsidian or stone weapon. The tool or weapon is +1d6 to damage per point. EARTHWARM (Rune Magic, Ranged, Duration = 12 hours, Stackable, 1 pt.) Cause an area of soil 25m in radius to increase in temperature by 5 degrees centigrade. Each extra point adds +25m to the radius or +5 degrees C. HEAL BURN (Rune Magic, Touch, 1 pt.) If stacked with a healing spell and cast on damage caused by fire, either natural or magical, this spell provides all the necessary MP for the casting. Additionally, this spell allows healing magic to cure general hit point damage caused by fire damage even if the healing spell cannot normally do so. PREVENT ERUPTION (Rune Magic, Ritual, Stackable, 1 pt.) This spell must be cast on an active volcano. For each point of the spell cast, the volcano has a 1% lower chance of erupting in the coming season. Multiple casters can pool their Summon spells to have a higher chance of preventing eruption. This spell can also be cast to stop an imminent eruption, with an effectiveness of 1% per point of spell cast. CALADRA AND AURELION’S SECRET (FIRE OR EARTH RUNE) MINDLINK OF THE TWINS (Rune Magic, Ritual, Permanent, 3 pts) This spell must be cast by two willing Rune Levels of Caladra and Aurelion, one Priest and one Rune Lord, nearly always one male and one female, at a ritual attended by at least 300 initiates. Both candidates must sacrifice for and cast this spell, which establishes a permanent, undispellable Mindlink between them and making them Twin Priests, the highest ranking officials in the cult. This Mindlink is unlimited in range. Morale effecting spells affect both Twins only if they overcome the POW of both. There are additional benefits and disadvantages which are beyond the scope of this write-up. Twin Priests are legally considered siblings if they were not originally related. Any sexual relations between them are considered incest and punishable by Spirits of Reprisal.
  2. RHW

    Sunglasses

    Put this in my Argan Argar thread, but figured it might be worth its own entry. SUNGLASSES Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Sunglasses also negate any Spot penalty from glare and make the wearer immune to automatic Demoralize effects from sunlight, but penalize the wearer -5% to Spot and Search if worn in the dark. Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After receiving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  3. Last bit for Argan Argar: SPECIAL CULT ITEM SUNGLASSES: Argan Argar Forge Lords know secret techniques for creating darkened lenses called Sunglasses, aka Shades aka Cheaters. These are precious items usually reserved for Rune Levels of Argan Argar or important dignitaries. Wearing Sunglasses gives the wearer a +5% to his Bargaining, Fast Talk, Cool, Shady and similar skills. Since they are made from enchanted Obsidian, they cost 1 POW to attune, detect as magical, and are suitable binding objects for Allied Spirits. A pair of Black Sunglasses runs about 1000 guilders* or 100,000 bolgs. Forge Lords manufacturing Black Shades include Rehbahn the Wayfarer, Sir Pierce-Soul, and Oakfed Lee. Recently Rehbahn the Wayfarer perfected a technique for making Rose-colored Sunglasses, originally for members of the Red Earth Alliance. After recieving a pair as a gift, Moonson himself frequently wears them, making them all the rage with the Lunar nobility and become a very profitable export. Rose-Colored Glasses can cost up to 2000 Lunars. The latest innovation in Sunglasses are highly reflective, silvered lenses called Mirrorshades. They’re made by a Forge Lord named Reava’ and range in price from 1000 to 2000 Lunars. They’re popular with the supporters of the Old Earth Alliance in Esrolia. Dara Happans, Yelmics, and Yelmalians despise Sunglasses of any kind. *This is the cost of one encumbrance of crafted rune metal, including iron, in my Glorantha. YGMV. Adjust as appropriate.
  4. Two hero cults of Argan Argar follow. Unlike more expansive subcults, a character can join a hero cult by fulfilling the membership requirements, adhering to any cult geas or restrictions, and sacrificing for the hero cult spell, which counts as part of their main cult RP pool. EZKANKEKKO, THE ONLY OLD ONE (Troll Ruler God) Before he was killed by the Pharaoh, Ezkankekko, the Only Old One, a son of Argan Argar, ruled what is now Holy Country from his Obsidian Throne on the Shadow Plateau. He provided ruler magic to his administrators and sub-chiefs in the Kingdom of Night. But since the death of the Only Old One, these magics no longer function, a fact which cripples the unity of both the Kingdom of Night trolls and their former human allies, the Darkness worshipping Kitori and Torkani tribes. Ezkankekko has been reduced to a hero cult and provides a single spell: MEMBERSHIP REQUIREMENTS: Sacrifice a single item of iron. GEAS: Use no iron HARMONY RUNE SPELL CURE IRON BURN (Rune Magic, Touch, 1 pt.) When cast simultaneously with another healing spell to heal damage done by iron, this spell provides all the necessary magic points. ________________________________________________________________________ KIMANTOR THE HUSBAND-PROTECTOR The Husband-Protector hero cult celebrates the many Husbands of Ernalda and her divine daughters. The most famous Darkness Husband-Protector is Kimantor, the husband of Norinel and protector of Nochet during the Great Darkness, an incarnation of the Only Old One. His larger cult is worshiped by the Esrolian military, the Kimantorings and is similar to Kenkagor. Orlanth, Elmal (or Yelmalio), Rozgali the Sea, and Vestkarthen (Lodril) all have similar subcults. CULT REQUIREMENT: Be a Rune Level of Argan Argar or one of his aspects or children. Marry a Rune Level of Ernalda or one of her apsects or daughters. CULT BEHAVIOR: Members of this hero cult always wear a wedding ring on their left hand. In the Holy Country they may claim the title “Sir.” DISADVANTAGES: Subject to all Husband-controlling magic provided by Ernalda. CULT SKILL: Yes Dear. SPELL PROVIDED: Dismiss Elemental (All Types but Earth) HARMONY RUNE MAGIC DISMISS ELEMENTAL (Any but Earth)
  5. Here are the subcults I didn't get around to statting out. Kelisara is a solid healer cult, so I should have done that one. Ganamar and Gultraz are a bit too specialized I think. GANAMAR THE THRALLMASTER (God of Overseers and Trollkin Handlers) Ganamar is one of Argan Argar's sons; it is he who keeps the trollkin in line and trades them between clans where necessary. CULT PERSONALITY SKILLS: Intimidating, Stern CULT SKILLS: Cow Trollkin CULT SPIRIT MAGIC: Demoralize, Fanaticism MASTERY RUNE MAGIC: Assess Trollkin, Command Trollkin, Enchant Manacles, Heal Trollkin, Increase Trollkin's Stamina DARKNESS RUNE MAGIC: Protect From Sunlight GANAMAR’S SECRET: Frenzy Trollkin ________________________________________________________________________ GULTRAZ THE SPEAKER (Goddess of Diplomacy) Gultraz is a darkness spirit who loved humans so much that she became their intermediary with the Uz. She and her cult try to smooth over conflicts between the two races and emphasize their common ground. Worshippers include nobles, heralds and other non-merchants who deal with Uz. CULT PERSONALITY SKILLS: Persistent CULT SKILLS: Arbitrate, Remember Precedents DARKNESS RUNE MAGIC: Act Like Uz, Eat Like Uz, Inspire Uz, Intimidate Enlo, Placate Uz MASTERY RUNE MAGIC: Appear Strong, Reach Compromise GULTRAZ’S SECRET: Shapechange to Uz ________________________________________________________________________ KELISARA THE SHADOW (Goddess of the Sheltering Night) Argan Argar's daughter spreads her cloak to protect the virtuous from the cruel burning light of the sun. CULT PERSONALITY SKILL: Merciful CULT SKILLS: Treat Burns, Craft Healing Poultice CULT SPIRIT MAGIC: Heal, Shimmer DARKNESS RUNE MAGIC: Banish Fire Spirit, Cool, Extinguish Flame, Fight Light Worshipper, Silence Sphere, Resist Light Magic HARMONY RUNE MAGIC: Exorcism, Healing Sleep KELISARA’S SECRET: Become Shadow
  6. Places I'm actually considering placing my next Glorantha campaign more or less in order (already done Sartar, Pavis, Lunar Empire, & Dorastor) 1. Esrolia/Caladaraland (Civil War) 2. Lunar Empire again but the revolt against Sheng Solaris 3. Fronela, War against War 4. Ignorance as a horror/Western 5. Fonrit but still haven't figured out the campaign hook Things I look for: 1. A clearly defined central conflict with a strong antagonist or group of antagonists 2. A wide variety of possible player cults/archetypes/origins 3. A community for the players to help/protect/get invested in
  7. ARGAN ALLFATHER Among the Dark Storm tribes like the Kitori and Torkani, and among many city-dwelling Esrolian clans, Argan Argar replaces Orlanth as the default male god and husband of Ernalda. Thus, several important subcults of Orlanth are also subsumed into Argan Argar's Allfather aspect. The following subcults have the same skills, spells and secrets as their Orlanth Allfather counterparts, but are considered subcults of Argan Allfather for Dark Storm tribes: ANDRIN THE LAWSPEAKER, God of Judges DROGARSI THE SKALD, God of Music. Drogarsi who follow Argan Argar use huge drums instead of bagpipes. DUREV THE HOUSEHOLDER, God of Steadmen JARANI THE LAWSTAFF, God of Lawyers NISKIS THE LOVER, Argan Argar as the Troll god of love The most "adventurous" of the Dark Storm cults is Starkvarl the Weaponthane. Usually a subcult of Orlanth Allfather, but presented here as a subcult of Argan Allfather. He can also be worshiped as a subcult of the main Argan Argar cult. STARKVARL THE WEAPONTHANE (God of the Fyrd) Starkvarl is the god of the fyrds, the local militias which defend clan lands (tulas) in Orlanthi lands or clan properties and neighborhoods in Esrolia. His magic is slightly different when worshiped as a subcult of Argan Argar. Starkvarl Rune Levels are Rune Lords called Fyrdthanes. They must have Mythology (Argan Argar) or Mythology (Thunder Brothers) at 50%+ and 90%+ in Fyrd Tactics and 4 cult skills at 90%+. Skills can be chosen from Any Weapon Attack, Any Parry, Battle, Dodge, Mythology (Argan Argar), Ambush, Run, Hide, Orate, Scan, Sneak, Proud, (Enemy) Lore, Clever, or Scout (Terrain). CULT PERSONALITY SKILLS: Proud CULT SKILLS: Ambush, Fyrd Tactics, Mythology (Thunder Brothers) DARKNESS RUNE MAGIC CONCEAL FYRD (Rune Magic, Ritual, PBAE = 30m radius, Duration = Special, Non-Stackable, 3 pts.) This spell allows the caster to make his entire fyrd invisible and inaudible in a dark or shadowy area. Conceal Fyrd takes 15 minutes to cast. It lasts until any member of the Warband attacks after which the spell immediately expires. The area of effect is fixed on the caster and any member of the warband leaving the AE becomes visible and audible. If they return to the AE before the spell expires, their concealment returns. DEATH RUNE MAGIC: FIGHT GIANTS (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Giants. FIGHT INVADERS (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Invaders. This spell only works on the Fyrdthane’s home tula, neighborhood, or property. FIGHT MOSTALI (Rune Magic, Touch, Stackable 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Mostali. FIGHT ALDRYAMI (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Aldryami. TRUESPEAR (Rune Magic, Touch, Stackable, 1 pt) Doubles the damage from the touched spear. HARMONY RUNE MAGIC: COMMAND FYRDMAN (Rune Magic, Ranged, Stackable, 1 pt.) If this spell overcomes resistance, commands a single follower of the caster to obey a simple order (Stand and Fight! Charge!). Commanded Fyrdmen will follow commands that put their life at risk, so long as death is not absolutely certain. So they can be ordered to stand and fight or charge, but will not jump off a cliff or slit their own throats. Each additional point doubles the number of targets. MUSTER FYRD (Rune Magic, Ritual, Range = 10m x Ceremony skill radius per point, Instant, Stackable, 1 pt.) This spell must be cast from a hearth, shrine or temple in the caster’s home territory. It informs all fighting members of the Fyrdthane’s clan to arm themselves and rally to a specific point as quickly as possible. It may only be cast in times of emergency and anyone using it frivolously will be attacked by Spirits of Reprisal. Multiple Fyrdthanes can pool their uses of Muster Fyrd to extend the radius, but in this case, only a single rally point can be designated. RALLY FYRDMAN (Rune Magic, Ranged, Stackable, 1 pt.) Removes all Fear and Demoralize or other negative morale effects from the target and makes the target immune to such effects for the duration. Additional pts double the number of targets (so long as they are in spell range.) WORSHIP THUNDER BROTHERS (Rune Magic, Ritual, 1 pt.) Allows the caster to perform a worship service for all the Thunder Brothers, regardless of main cult. STARKVAL’S SECRET (HARMONY RUNE MAGIC) I FOUGHT, WE WON (Rune Magic, PBAE = 50 m, 3 pt). Once each round until the spell expires, during statement of intent, the caster can aid either the Attacks, Parries, or Dodges (pick one per round) of every single ally in the AE with an appropraite skill/5. Appropriate skills include Ambush, Battle, Fyrd Tactics, Proud, Orate, or Mythology Argan Argar.
  8. The main Sartarite ones are in downloads, but not rewritten for RQG. They're still in house rules and require a bit of conversion.
  9. XENEMBORTH, THE HAND OF NIGHT (God of Caravan Guards, Thiefcatchers, and Secret Police) Xenemborth was the name Argan Argar took when he went to steal back things which had been unjustly taken by his enemies. This subcult also provides caravan and market security for Argan Argar merchants. In the days of the Kingdom of Night, this subcult provided the police that kept the peace. There are persistent rumors that the subcult functions as a secret society dedicated to bringing back the Kingdom of Night. Rune Lords of Xenemborth are called Hands of Night. They must have 15+ POW, 50%+ in Mythology (Argan Argar), 90%+ in Sneak, 90%+ in Hide, and 90%+ in three of the following: Sneak Attack, Cunning, Persistent, Search, Darksense, Track, Listen, (Species) Lore, Evaluate, Interrogate, Secretive CULT PERSONALITY SKILLS: Cunning, Persistent, Secretive CULT SKILLS: Sneak Attack, Interrogate Sneak Attack (Manipulation Skill): Must be used along with a melee weapon attack. Roll the weapon attack normally. If the result is a success and also below the Sneak Attack skill, the damage done ignores all physical armor including natural armor and armor enchantments. Magical armor still applies. Usable only when attacking a surprised or sleeping or helpless opponent or when attacking from a flanking position. Can only be used with a light melee weapon (Dagger, stiletto, rapier, main gauche, sai, light club, sap, etc.) Taught by various thieves guilds and cults. CULT SPELLS: Detect Gold, Detect Silver, Detect Lead, Silence TRUTH RUNE MAGIC FOLLOW TRAIL (Rune Magic, Touch, 1 pt.) When cast upon a set of tracks, this spell provides +100% to all the caster’s Tracking rolls for following that particular trail. IDENTIFY THIEF (Rune Magic, Ranged, 1 pt.) This spell only works if something has been stolen from the caster or a caravan, market, or merchant he’s been hired to protect. This spell makes the thief glow with alternating red and blue lights and creates a low whooping noise around him (if the thief is in range). If there is more than one thief, the closest thief is affected. If the caster overcomes the target’s POW, the glow and sound persist for 15 minutes. Otherwise, they last for 1 melee round. SENSITIVE HEARING (Rune Magic, Touch, Stackable, 1 pt.) Each point of this spell adds +25% to the target’s Listen rolls for the duration. This spell also boosts Darksense Scan and Darksense Search rolls. REVEAL SECRET (Rune Magic, Touch, Stackable, 1 pts.) The caster must touch a person or an object. She learns one secret thing about his target if she overcomes the target’s POW (if applicable) with a Resistance roll. Each additional pt allows one more secret to be revealed or adds +25% to the chance to overcome resistance. The GM determines the secrets learned randomly. If the caster wants to learn a specific secret (“Who killed Colonel Mustard?”) the spell is consumed forever (treat as One-Use.) DARKNESS RUNE MAGIC DETECTION BLANK (Rune Magic, Touch, Stackable, 1 pt.) This spell prevents the target or her possessions from registering on any detection spell. One pt is sufficient to prevent most detection spells, but additional points may be stacked to protect against more powerful spells with a detection component, such as Warding. Note that Countermagic does not prevent detection. LEAVE NO FOOTPRINTS (Rune Magic, Self, 1 pt) The caster leaves no footprints or fingerprints behind, not even in snow or mud. NO SCENT (Rune Magic, Self, 1 pt) This spell makes it impossible to detect the Hand by scent. XENEMBORTH’S SECRET (DARKNESS MAGIC) BECOME SHADOW (Rune Magic, Self, 3 pts.) The caster and his possessions become insubstantial shadow. The caster may move normally along any surface (including up walls or over water) at his normal movement rate without terrain penalty. The caster may move through cracks or keyholes or anything else short of a solid wall. The caster may not speak, cast spells, or attack in any way while shadow. The caster is inaudible, completely invisible to Darksense or Earthsense, is effectively invisible to normal vision in the dark or in shadow, and is extremely difficult to see in mixed lighting conditions (Spot or Search requires a special success). The caster can hear and see normally while in shadow form.
  10. If anyone tries lamination, please let us know how it goes, because I'm thinking the same thing... But I don't want to go first.
  11. THORKTOR THON THE EXPLORER (Survivor and Explorer) Thorktor Thon was a hero of Argan Argar from the Dawn Age. She explored the surface world and made many friends and allies. Rune Levels of Thorkthor Thon are called Darkwalkers. They must have 90%+ in Dodge or Any Parry and 90%+ in four additional skills chosen from: Any Weapon Attack, Dodge or Another Parry, Appear Harmless, Cool, Fast Talk, Orate, Sneak, Hide, Scout (Terrain), Listen, (Species) Lore, Conceal. They must have Mythology (Argan Argar) at 50%+ and must have traveled at least 100 miles from their home and returned safely. CULT PERSONALITY SKILLS: Friendly, Appear Harmless CULT SPIRIT MAGIC: Mobility, Spiderclimb Spiderclimb (Spirit Magic, Touch, Variable) Each point of Spiderclimb adds +10% to Climb skill for the duration of the spell. With a successful Climb roll, the target can move at her full movement rate while climbing. If the target is under the effect of at least 1 pt of Spiderclimb per 5 SIZ pts, the target may climb on inverted surfaces or ceilings without penalty to Climb roll. (1pt = SIZ 1-5, 2pts = 6-10, 3pts = 11-15, 4pts = 16-20, etc) HARMONY RUNE MAGIC FIND COMMON GROUND (Rune Magic, Self, 24 hours duration, 2 pts). The caster gains divine insight into the nature of the needs and wants and fears of the people around her (within 50 meters). For the next 24 hours, she receives a +50% to all Knowledge and Personality skills used to strike a treaty, resolve a dispute, or otherwise find common ground with the people around her. GO WITHOUT FOOD (Rune Magic, Touch, Stackable, 1 pt) Each pt of Go Without Food allows the target to function normally for 24 hrs without food or drink. (Cannot be extended with Extension) GO WITHOUT SLEEP (Rune Magic, Touch, Stackable, 1 pt) Each pt of Go Without Sleep allows the target to function normally for 24 hrs without sleep. (Cannot be extended with Extension) IGNORE PAIN (Rune Magic, Touch, 1 pt) Allows the target to ignore the debilitating effects of pain for the duration of the spell. Target automatically succeeds in all attempts to be heroic and act despite wounds. IGNORE HEAT (Rune Magic, Touch, 1 pt) Allows the target to ignore the debilitating effects of extreme (non-magical) heat. IGNORE WOUND (Rune Magic, Touch, 1 pt) Cast on a single wound on a still living target. The targeted wound can be ignored for the duration of this spell. It does not count against total HP, injured or lost limbs are restored to function. Once the spell expires or is dispelled, the full effect of the wound returns. UNDERSTANDING (Rune Magic, Ranged, Stackable, 1 pt.) If the caster overcomes his target’s POW (or if this spell is cast on a willing target), he and the target will be able to communicate perfectly, as if they speak each other’s native language. Each additional pt doubles the number of targets. All targets must be in range at the time of casting and must be able to speak. THORKTOR THON’S SECRET (HARMONY RUNE MAGIC) DON'T HURT ME (Rune Magic, Self, 3 pts) The caster cannot be targeted by attacks or spells by anyone for any reason while this spell is up. This effect fails if the caster attacks anyone or casts any kind of offensive spell. Area of Effect damage or spells can still hit the caster, but she may resist, parry, or dodge normally.
  12. A subcult that is suspiciously similar to Lodril the Spear. The wargod aspect of Argan Argar: KENKAGOR, THE SPEAR OF DARKNESS (God of Spears) Argan Argar stole the secret of making and wielding spears when he defeated Lodril. He taught trolls and especially trollkin how to use the spear. Argan Argar is often portrayed in troll art as a spear chewed from obsidian or holding a spear in his right hand. Ezkankekko's son Kenkagor was the greatest spear wielder among his followers, and now heads his warrior subcult. The famous Troll Legion, a mercenary troop from Dragon Pass, worships Kenkagor. NOTE: Unlike most spear-users, followers of Kenkagor rarely fight in formation, relying instead on raids, ambushes, and guerilla warfare. Kenkagor’s Rune Lords are called Spears of Darkness. They must have 90% in 1h or 2h spear and 90% in four additional skills chosen from: Any Parry, Dirty Fighting, Lunge, Set Ambush, Cool, Orate, Sneak, Hide, Scout (Terrain), Listen, (Enemy Species) Lore, Conceal, Craft Traps, Guerilla Warfare or (Enemy) Tactics. They must have Mythology (Argan Argar) at 50%+ and have at least five skilled Spearmen willing to follow them into battle. CULT PERSONALITY SKILL: Sergeant CULT SKILLS: Dirty Fighting, Set Ambush, Lunge, Craft Trap, (Enemy) Tactics, Guerilla Warfare Dirty Fighting (Attack Skill) As a combat action, the attacker throws dirt in the eyes of his opponent, spearbutts them in the ‘nads, kicks them in the knee, or otherwise inflicts a minor but debilitating injury. Attack roll is limited by Dirty Fighting or Unarmed Combat, whichever is lower (Unless both skills are at 90%+, in which case Dirty Fighting is no longer limited). On a successful attack, this skill reduces the parries and dodges of the target by Dirty Fighting/5 for a number of rounds equal to penalty. This reduction applies to all attempts at parry or dodge, regardless of the attacker. This skill only works against targets that are alive and have discernable anatomy. Alternatively, this skill may be used to augment a single attack using normal augment rules, resolved the attackers normal unarmed combat SR. If the attacker has enough SR remaining, they can attack using the augment the same round. Unlike normal augments, this can be used once a round. CULT SPIRIT MAGIC: Bladesharp, Mobility DEATH RUNE MAGIC FIGHT HUMAN (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Humans. FIGHT MOSTALI (Rune Magic, Touch, Stackable 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Mostali. FIGHT ALDRYAMI (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Aldryami. PIERCING SPEAR (Rune Magic, Touch, Non-stackable, 1 pts). Doubles the crit and impale chance of the targeted spear. REACHING SPEAR (Rune Magic, Touch, Stackable, 1 pt). Each point of this spell allows the wielder of the affected weapon to make melee attacks 1 additional meter away with no penalties. HARMONY RUNE MAGIC MORALE FIGHTING RETREAT (Rune Magic, PBAE = 50 meters, 2 pts.) This spell targets members of a military unit, hero band, or fyrd who are pledged to follow the caster. The caster gives all followers within range a bonus equal to the caster’s Tactics/5, Dirty Fighter/5, Guerilla Warfare/5 or other applicable Skill/5 to Parry and Dodge so long as the both target and the caster also uses at least one SR to move away from the enemy. DARKNESS RUNE MAGIC SPEAR OF ICE (Rune Magic, Touch, Stackable, 1 pt). Replaces Spear damage with 3d6 Ice damage. Each additional pt adds +1d6 Ice damage. KENKAGOR’S SECRET (DARKNESS RUNE MAGIC) DARK ESCAPE (Rune Magic, Self, Instant, 3 pts) The caster vanishes into darkness. This is essentially a teleport spell which can be activated even when the Spear of Darkness is dead, unconscious or incapacitated, so long as he is near a shadow or patch of darkness. After his miraculous escape, the Spear of Darkness reappears at a time and place of the GM’s choosing (generally the closest safe spot to the place where he escaped). NOTE: Damage is not healed by this spell and if the Spear is dead when activated, he remains dead on arrival.
  13. I'd suggest focusing on fog and wind and their relationship for all three gods. For example" You could go with a myth where Gemellon blew away his mother's fog with his truth wind. He is the clearing wind. The anti-fog. His Strike spell is more like Find Weakness and doesn't have the Thunder but might have a cutting wind. Instead of summoning spirits as witnesses, give him magic to destroy illusions, blow away fog, and maybe reveal hidden things, that way you're not stepping on Lhankor Mhy as much and the martial arts are about truth, not thunder. He frees people from the fog. SPELLS: Cloudclear, Strike, Blow Apart Illusions When thinking about Ekkao, maybe she's more the fog in people's heads than a mirror. She makes drugs. She brings physical and metaphysical fog. She clouds men's minds. Lose the Water spell, doesn't fit. Give her Conceal or some Illusion and Fog magic. She calms and hides and heals. She protects people from the harshness of Orlanth the same way her brother drives away the lies of Huraya. SPELLS: Peace, Healing Trance, maybe Invisibility, Fireshield, Mist Cloud, Inviolable. Avonmorra could be the rush of hearty wind, the freshening breath. More adrenaline than ecstasy (which is definitely Uleria IMO). That cold crisp air that gets you going. She hastens and energizes and amps people up. Gogogogogo! DOOOOO IT! She's oxygen. SPELLS: Living Blade (from RQ3), Arouse Passion, Leap, spells that keep you awake and lively.
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