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RHW

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Everything posted by RHW

  1. The main Sartarite ones are in downloads, but not rewritten for RQG. They're still in house rules and require a bit of conversion.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. I couldn't find it in RQG, but I might've missed it.
  8. I love seeing homebrew cults! My feedback FWIW: GEMOLLAN: Right now he's kind of the god of two different things, unarmed combat and truth and I don't understand how they fit together. Thunderfist god works (a Thunder Brother), truth seeking god works, but both at once seems strange to me. Plus Lhankor Mhy and Humakt already handle the Truthseeking stuff. I'd advise focusing on the whirling dervish hand-to-hand brawler, though I do wonder if you might need a different mother than fog, which conjures neither truth (fog is Illusion) nor brawling (fog avoids combat). If you want to emphasize truth, rewrite his combat stuff to be more like true striking and truesword and such. Accurate and true, not bang and boom. Search for my homebrew Humakt for reference. Specific spells: Thundercrack Strike 3 Points Touch, Temporal, Nonstackable Air This spell can be cast on a target. The target’s Fist attacks ignore all magic and mundane armor, and are unaffected by countermagic. Each strike echoes with the crack of thunder, making it very unsubtle. This is STRIKE with a 15 minute duration. Way too powerful. Suggest making it a 1 pt spell, only works on next attack, stackable so it works on as many unarmed attacks as there are points. Summon Witness 2 Points Ranged, Temporal Truth, Man This spell summons a spirit or ghost that is familiar with the situation. The caster must be at least vaguely aware of who or what they are calling out too, and the spirit must willingly come. The spirit cannot speak falsely, but is not compelled to speak. Should be a ritual if it's a summon. MARTIAL ARTS The old RQ 3 version of this skill might work better and is at least somewhat canonical. Doubles unarmed combat base damage if you roll under the Martial Arts skill I think? So 2d6 kicks, 2d3 fists. AVONMORA: Corgis are dogs and dogs aren't very Orlanthi. Overall Uleria already serves this role on Orlanthi society. Consider instead maybe the calming peaceful role of fog. Ecstacy works just as well as Calm. Add in some misty wispy stuff maybe? Ecstasy 2 Points Ranged, Temporal (3 hours), Nonstackable Fertility, Disorder The target is infused with immense joyous bliss, and bliss that is incredibly infectious. The target of this spell doubles their con for the purposes of resisting the negative effects of alcohol, drugs, or poison. Anyone under the effects must obey all of their passions even if there is a contradiction, and can only make attacks unarmed or with improvised weapons. If anyone under the effects of this spell makes a successful Communication roll or attack on another person, they make a Charisma resistance roll on the target. If they fail, they are also under the effects of this spell until the original time runs out. Way too long a duration. Why isn't it just 15 minutes and extendable? The infectious part is overpowered in my opinion. EKKAO: The powers make sense together. Not sure about Alchemy stuff since I haven't done much with that in my game. The Rune Magic again seems a bit OP: Stall 2 Points Ranged, Temporal, Nonstackble Stasis If the user overcomes the target’s POW with their own, the target seems to slow down dramatically. Every action in combat the target slows in that any action that doesn’t take more than 1 Melee round of Strike Ranks takes 12, and are only able to perform one action that costs Strike Ranks per round. They also only have Movement 1 and can parry once per round. Incredibly powerful. Suggest 1 point spell, stackable, adds 1 to target SR per point but target can still take at least one action per round in SR 12. No movement effect (since moving is an action that takes SR, no Parry reduction). Water to Glass 1 Point Ritual, Duration (1 Week), Nonstackable Water, Stasis Each point of Water to Glass turns up to 10 square meters of a stretch of water “solid”. It can be cut apart, shaped, but still appears to flow and creatures living in it can move through it just fine. The “solid” water is strong enough to support considerable weight and can allow a herd of Cattle to stride over it. Anyone with a Water rune over 40 can dive or swim through it if they do so intentionally, and the original caster can shape it. The water is as strong as fortress walls. Why such a long duration? Make it a normal spell to cast, give it normal duration (extendable). You imply its stackable in text but say its nonstackable in spell description. Don't allow anyone to swim through it, it just forces all life out in a random direction as it solidifies. Can't be shaped. Shatters like glass. Specify thickness or change to 5 cubic meters per point (better imo if you specify amount by volume not area). Finally why glass instead of ice? All just in my opinion of course. Take the notes you like, if any, ignore the rest. It's your game after all.
  9. Cults that might fit the Man Rune: Daka Fal, Pavis, Orlanthi with the Man rune would emphasize his manly and husbandly role, Argan Argar (especially with Harmony, Darkness and even Fire), Yelm, Lodril, Issaries, Chalana Arroy, Lanbril (con man stuff), and various aspects of Ernalda. Kyger Litor and Waha both definitely have the Man Rune.
  10. The best known aspect of Argan Argar among Sartarites, the trade god subcult: BOLGARGAR THE BLACK MARKETER (Troll God of the Trade, Barter and Dubious Goods) Bolgargar is a son of Argan Argar who stole the concept of trade from Issaries. Troll merchants are famous for peddling slipshod trollkin-made goods at low prices, overcharging for items of true value, and for selling things that are illegal, immoral, or extremely difficult to obtain. Issaries worshipers resent Bolgargar Black Marketers for the theft of Issaries’ skills, a crime which trolls embrace with pride. Bolgargar is the most commonly encountered subcult of Argan Argar and the one most humans think of as when they think of Argan Argar. Trolls use lumps of lead called Bolgs as currency, but few others accept the coinage. A Bolg is worth approximately 1/100 of a Lunar. Black Marketers will happily accept any form of currency, though they prefer small unmarked coins. Bolgargar Rune Levels are Priests called Black Marketers. They must have Bargain at 90%+ in addition to regular requirements. CULT PERSONALITY SKILL: Shady CULT SKILLS: Bargain, Evaluate, Appear Harmless, Organize Market, Organize Caravan, Talk Around Subject, Speak (Foreign Language) CULT SPIRIT MAGIC: Mobility, Detect Silver, Detect Lead HARMONY RUNE MAGIC SAFE IDENTIFY OBJECT (Rune Magic, Ritual, Touch, 1 pt.) This spell identifies the material components and bare material value of a single touched item. It does not identify magical features of the object, just its material nature. Furthermore, value is given only in terms of materials and workmanship, without account for historical or political or religious significance or any magical features. EXAMPLE: “This is a gold crown. It is made of 6 ounces of gold, 1 large ruby and 2 large sapphires. In workmanship and materials, it is worth approximately 5000 silver.” Identify Object would not reveal that the crown in question is the former crown of the god Pavis and is thus priceless to the Pavis cult, nor would it reveal that the crown contains a matrix for Summon Large Gnome. REASSURE STRANGER (Rune Magic, Ranged, 2 pts) If the caster overcomes the POW of a non-chaotic sentient being, the person is reassured that the caster and her friends (a group of people no larger than the Caster’s POW/2) are more-or-less peaceful and friendly in nature. The target will be wary, but will not attack the caster or her friends for the duration of the spell. If the target is attacked, the target will defend and the spell will end. Reassure Stranger has no effect if hostilities have already been initiated (offensive spells cast, melee or missile attacks made). Additional castings of Reassure Stranger will have no effect if the spell has been broken by an attack. Attacking a person under the effect of this spell is not offensive to Argan Argar. 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. DARKNESS RUNE MAGIC SHADOWY PROVENANCE (Rune Magic, Ritual, Touch, Stackable, 1 pt) This spell masks the origin of items, making it difficult or impossible to ascertain their history, either by skill or magic. Knowledge or similar spells automatically fail if cast on an item affected by Shadowy Provenance. Lore skill checks are -100% in difficulty. Each point of this spell affects one large item or up to 1 kg of smaller identical items. Each additional point doubles the number of items or kilograms targeted, so long as all affected items are roughly identical. This spell lasts a number of days equal to the magic points spent during the ritual. SHADOWY VALUE (Rune Magic, Ritual, Touch, Stackable, 1 pt) This spell masks the value of items, making it difficult or impossible to ascertain their true value, either by skill or magic. Identify Item or similar spells automatically fail if cast on an item affected by Shadowy Value. Evaluate skill checks are -100% in difficulty. Each point of this spell affects one large item or up to 1 kg of smaller identical items. Each additional point doubles the number of items or kilograms targeted, so long as all affected items are roughly identical. This spell lasts a number of days equal to the magic points spent during the ritual. BOLGARGAR’S SECRET SPELL TRADING
  11. Time for some subcults! ARGAKARTHEN FIRE-EATER (Master of Fire, Troll God of Smiths) Argan Argar captured and enslaved Lodril, the volcano god. However, he treated his slave mercifully and was able to learn many of his secrets. Argakarthen is a son of Argan Argar who was Lodril’s guard and apprentice. Fire-Eaters of Argan Argar famously sprinkle all their food with crushed red Caladra peppers grown near the Vent, though it is not known if this is a ritual requirement or an affectation. Most troll smiths worship this subcult. Argakarthen’s Rune Lords are called Forge Lords. They must have 90% in Craft (Metal) and 90%+ in four additional skills chosen from: Spear, 1H Blunt, Any Parry, Craft Fire, Craft (Metal), Craft (Obsidian), Evenhanded, Cool, Sneak, Hide, Listen, (Enemy Species) Lore, Devise or Conceal. They must have Mythology (Argan Argar) at 50%+. They must know both Ignite and Extinguish. CULT PERSONALITY SKILL: Boastful, Impulsive, Evenhanded CULT SKILLS: Craft Fire, Volcanic Thrust, Craft (Metal), Craft Obsidian CULT SPELLS: Ignite, Extinguish FIRE RUNE MAGIC DISMISS FIRE ELEMENTAL, SUMMON FIRE ELEMENTAL (Small only) FIRESPEAR (Rune Magic, Touch, Stackable, 1 pt.) Replaces Spear damage with 3d6 Fire damage. Each additional pt adds +1d6 Fire damage. HEAT METAL (Rune Magic, Touch, Stackable, 1 pt.) Heats one metal item. 1 pt heats normal bronze enough to make it warm to the touch. Two points make it soft enough to work and makes weapons and armor unusable. Touching or wearing an item affected by 2 pts of heat metal does 1d6 damage per round to the appropriate location. 3 pts melts the item. Touching a melted item does 2d6 pts of damage to the appropriate location for a single round. Rune metal is twice as difficult to heat as normal bronze. If the object is inhabited by a spirit, the caster must overcome the spirit’s POW. If there is more than one spirit bound into the object, the highest POW applies and each additional spirit adds +1 to the defending POW. Each enchantment on the weapon also adds +1 POW to the resistance. If a weapon has no bound spirits but is enchanted, the total number of enchantments act as the weapon POW. NOTE: Touching a weapon or armor in combat requires an attack at DEXx5 and may be dodged. DARKNESS RUNE MAGIC IGNORE HEAT (Rune Magic, Touch, 1 pt) Allows the target to ignore the debilitating effects of extreme (non-magical) heat. SWALLOW FIRE (Rune Magic, Ranged, Stackable, Instant, 1 pt) Allows the caster to inhale and swallow up to 1 cubic meter of fire or 1 size rating of Fire Elemental without taking any damage. 1 pt is enough to snuff out a Fireblade or a single point of Firespear or swallow a Small Fire Elemental. Fire Elementals resist with a POW vs. POW roll. Each additional point allows twice the amount of nonmagical fire to be swallowed (2 cbm, 4 cbm 8 cbm etc), swallows a size category higher of Elemental or adds +25% to the resistance roll. ARGAKARTHAN’S SECRET ENSLAVE LOWFIRE (Rune Magic, Ranged, 3 pts.) The target of this spell must be an initiate, Rune Level, or creature of Lodril, Vestkarthen, Caladra, Mahome, Oakfed or any other “low” Fire God (Fire Gods without Sky/Sun connections. Elmal, Yelm and Yelmalio are all “high” Fire Gods). If the caster succeeds in a resistance roll, he can give a single command to the target which must be obeyed, unless the command requires the target to directly harm himself or his allies. Commands may be short term (“Retreat from this Battle,” “Aid me in this Battle,” “Burn down this Forest!”) or long term (“Forge Me a Weapon,” “Build Me a Palace”) Very specific, short term commands must be executed immediately. The more long term or vague the command, the more latitude the target has in fulfilling it. NOTE: Fixed INT creatures, such as Salamanders, may be commanded to fight for the caster.
  12. Detailed under Vestkarthan but I will add it here too. Good catch, will fix.
  13. So here's my Home Brew version of Argan Argar. I took a lot of liberties with this, more than maybe any other cult, because I was trying to create a version of Argan Argar that was more akin to Orlanth or Ernalda or other Great Gods. Argan Argar is the preeminent god of darkness among humans, especially in the Holy Country, Kitor, etc. and in my mind he's a lot more than just a trade god. He's the god of surface darkness. He enslaved Lodril, his cult ruled Empire of Darkness for centuries and survived the God Learners and the EWF. So while he has the trader god aspect most Sartarites are familiar with, there's a lot more to him. Enjoy. YGMV. ARGAN ARGAR (Troll God of Survival, Lord of the Surface Darkness, the Shadow King) Argan Argar is the Troll God of surviving on the surface world. He taught trolls how to move in the light and deal with surface races. He is sometimes called the Shadow King. He has aspects which govern rulership, war, trade and diplomacy. Most humans outside the Holy Country only encounter Argan Argar in the form of Troll trade caravans lead by worshipers of the trader aspect, which creates a general misunderstanding that Argan Argar is merely a merchant god. Argan Argar is one of the few troll gods with a large contingent of human followers and his cult dominated the Holy Country before the arrival of the Pharaoh. Unusual among Darkness gods, Argan Argar also allows trollkin to worship him freely. His runes are Darkness and Harmony. Argan Argar allied spirits are generally bound into a spear or a piece of obsidian. CULT PERSONALITY SKILLS: Clever, Politically Savvy, Avoid Blame, Cool CULT SKILLS: Scout (Terrain), (Non-troll Species or Culture) Lore, Read/Write (Darktongue) CULT SPIRIT MAGIC: Darkwall, Detect Magic, Glamour, Protection, Mindspeech, Silence, Shadowshot (2), Shadowblade (4), Vigor. Argan Argar’s specialty spell is Protection. PROHIBITED SPIRIT MAGIC: Light, Lightwall. Shadowshot (Battle Magic, 2pts) When cast upon a missile, the next attack with that missile does 3d6 cold damage instead of normal weapon damage. Shadowshots cannot impale. Shadowblade (Battle Magic, 4pts) When cast upon a melee weapon, that weapon does 3d6 cold damage instead of normal weapon damage for the duration of the spell. Shadowblades cannot impale. CULT RUNE METALS: Lead, Obsidian Obsidian is sharp black glass magically hardened to metallic strength. Cutting weapons made from obsidian are considered magical like runemetals and are +1 to damage. Armor made from Obsidian counts double against fire or heat or light based damage that allows armor and still counts as armor against fire attacks that do not normally allow armor. COMMON RUNE MAGIC: All ARGAN ARGAR COMMON RUNE MAGIC (available to all worshipers regardless of subcult) DARKNESS RUNE MAGIC CREATE SHADOW, DARKWALK, DISMISS DARKNESS ELEMENTAL (S or M), SUMMON DARKNESS ELEMENTAL (S or M), SUPPRESS LODRIL, DARKVISION (Rune Magic, Touch, Duration = 6 hours, 1 pt.) Grants the target full vision even in complete or magical darkness. This spell does not cancel blindness or other negative sight modifiers from sources other than darkness. If cast on a creature that already has Darksense, this spell removes all penalties the creature receives from daylight. HARMONY RUNE MAGIC SHIELD RESIST FIRE (Rune Magic, Ranged, Instant, Stackable, 1 pt). Each pt of the spell adds 25% to Resistance checks vs Light or Fire related spells (any spell cast using the Fire rune) or against Fire Elemental attacks and provides 2 AP vs magical fire damage (such as Fireblade or a Salamander’s Damage Aura or Sunspear) or natural fire damage. SURVIVE Anywhere (Rune Magic, Self, 1 pt) This spell gives the caster +100% to a single check of World Lore, Scout (Terrain) or similar skills for the purposes of finding a safe route through difficult terrain, setting up a safe camp, finding appropriate food, or similar feats. ASSOCIATED CULT MAGIC ERNALDA: Provides RESTORE HEALTH GORAKIKI: Provides SPEAK WITH INSECTS XENTHA: Provides AFFIX DARKNESS
  14. I'm pretty sure Harrek and Gunda are platonic, but I always figured him as a club-em-over-the-head, throw-em-over-the-shoulder kind of guy. I mean... pirate? Bronze Age pirate/Demigod of Destruction? Not good. I don't want to think about his relationships with most women. I definitely don't think Harrek has any friends in the Babeestor Gor and Vinga cults. Probably explains why things went badly with Kallyr.
  15. Because ummm... I have no idea. I think the bottom line is that I designed both Harrek and Beanpot as encounters for a group of very high level players, not as any kind of rules demonstration or as a way to understand Glorantha better. I began building Harrek from the perspective of an insanely tough hero from a shamanistic culture, so leaned more on spirit magic than rune magic. That's why instead of Shield 6 he has Protection 12 and Countermagic 12. Why are they compatible for him? I have no idea, I just wanted my players to have to deal with Countermagic if they wanted to throw Sever Spirit or Lightning at him. The Rune Magic stuff was an afterthought. Like... what does it mean to have a Magic Rune? Consider it GM permission to let Harrek do stuff that's not covered on his sheet but that makes sense for him. Should Harrek be able to cast Shield or that Tsankth spell that lets you run on water? Probably. Some kind of Superleap? Sure. Raise Wind for his ships? I don't see why not. Can he Fly? Shoot Lightning? Sunspear? Detect Truth? Probably not. If it's badass and fits his character and it will terrify your players and help move the encounter how you want, Harrek can do it. If it seems weird for him, then he can't. If your players come up with some clever way to hurt him, and it's awesome, allow it. If their plan is stupid or doesn't seem like it should work, it fails. Why does it fail? /handwave MAGIC! In my players' encounter with Harrek, they were bodyguarding a daughter of the Red Emperor (long story), they'd reached Corflu, and Harrek showed up to kill her. The encounter was structured so that it was a nigh certainty that the NPC was going to die. The point was for the characters (8 or so powergamers) to do their best to stop Harrek, maybe get a couple of shots in (they did manage to damage him), and (probably) live to tell the tale (which they did). So everything I wrote up for him was for him to fulfill that role. Where are all his other magic items? How many bound spirits does he have? Can he cast sorcery? Does he have any shamanic abilities? Does he know Open Seas? Don't know. Didn't care. I just needed him to melee the fuck out of some people and chop off a bunch of limbs. So he's really, really good at that.
  16. I allow a Dex check or a Chr check to sneak cast spells, with the multiplier based on how obvious the spell should be. The whole point of some spells is that they’re tricky. Illusion magic should be easy to hide. Some spells should be impossible to hide. Sneak cast a SEVER SPIRIT? Humakt says “Hell no!”
  17. Stronger than a Dream Dragon, not as strong as a 9m Giant. Until he buffs, then he's about as strong as Cwim. I think he could take Cwim in a fight, though he'd probably have to not go Berserk so he could dodge. I don't think he could solo the Bat, though I don't understand why the Bat's attack skills are so low. Again, if he chose to Dodge to avoid being swallowed, he could do some serious damage.
  18. When fighting Harrek, the goal isn't to win. It's to survive. From Keener's Saga: "Here is a list of things Yves ran from, around, out of, to, for or against: The Lunar Army. Some Yelmalio mercenaries. A hotfoot spell. Winter. A giant. An evil tree. A duck assassin. Harrek the Berserk. Bean-Pot. The Bat. Eurmal’s ass. Mastakos himself. Castle Blue. The Spike. Hell itself, more than once. And Death." Also from Keener's Saga: Yurok knew he could take ‘em and he liked big strife. Yurok feared nothing except his wife. Harrek once hit Yurok and he got back up. Yurok once hit Beanpot, but he got back up.
  19. Easy version of Harrek: He moves 20, hits twice a round in melee (or 4x if he divides his attack), can't be parried or dodged (-291% to each if he's dividing attacks), and chops off any location he hits (96-00 still misses, 00 fumbles). He doesn't bother to Dodge or Parry (because he's usually Berserk), only gets wounded on a crit, 50% of crits still hit 100AP of armor, and he heals 30 HP per round. He casts Fear as a free action every round w a POW of 48. Usually he doesn't bother to use ranged attacks. Once attack per round, he can Charge 15m and hit at +1 Damage per m moved in a single SR. This replaces one of his attacks. Have fun with that.
  20. By popular demand, I guess? Why the hell would you want this? Avert your eyes! HARREK THE BERSERK Dart Warrior, God Killer, Pirate Human Male, 54 Incarnation of Destruction STR: 58 (106 w Bear Strength) Spells known: CON: 49 (73 w Berserk) Ironhand 20 SIZ: 20 (26 w Bear Skin) Demoralize INT: 16 Speeddart POW: 48 DEX: 30 CHR: 23 HP: 96 (122 w/ Berserk & Bear Skin) MP: 48+100 MP Storage and Spirits: 500 Move: 10 (20 w/ Mobility) BASE SR: 1 (0 with Bear Skin) WEAPON: ATT PARRY: DAMAGE: +4d6 SR Unarmed (Kick): 385% 1d6+4d6 5 Unarmed (Claw): 405% 3d6+4d6 5/10 w/ Ironhand 20: 505% 3d6+4d6+20 5/10 w/ Ironhand & Berserk: 677% 3d6+4d6+20 5/10 w/ Bear Strength & IH: 580% 3d6+7d6+20 5/10 w/ All Spells: 782% 3d6+8d6+20 4/8 Iron Bastard Sword: 305% 200% 1d10+1+4d6 3 w/ Bladesharp: 355% 1d10+11+4d6 3 w/All Spells: 662% 1d10+11+8d6 2 Bear Charge: 380% 15m range per weapon +1 dam/m moved NOTES: Bear Strength adds +3d6 Damage +75% Attack, Parry, and Bear Charge Bear Skin adds +6 AP, +6 Siz, +1d6 Damage, -5% to hit, -1 SR, +2 HP RANGED: ATTACK: DAMAGE: +2d6 SR Throwing Ax: 240% 1d4+1+2d6 1/6/11 w/Spells 480% 1d4+4+4d6 1/6/11 HIT LOCATIONS: Missile Melee Location Armor HP (/w Spells) 01-03 01-04 R Leg 51 32 (41) 04-06 05-08 L Leg 51 32 (41) 07-10 09-11 Adm 51 32 (41) 11-15 12 Chest 58 39 (49) 16-17 13-15 R Arm 43 24 (31) 18-19 16-18 L Arm 43 24 (31) 20 19-20 Head 51 32 (41) Total Hits 96 (122 w spells) AP includes Protection 12 and Bear Skin Harrek usually is protected by at least Countermagic 12. 50% chance to hit Rathor's Hide on all locs. Rathor's Hide has 100 AP and is immune to crits. RUNES: Beast: 175%, Death: 95%, Disorder: 95%, Mastery: 100%, Magic: 75% PASSIONS: Destructive: 195%, Loyalty Gunda: 150%, Loyalty Wolf Pirates: 95%, Loyalty Argrath: 75%, Greedy: 150%, Hate Lunars: 95%, Vengeful: 185% SKILLS: AGILITY: Balance: 140%, Boat: 190%, Climb: 140% (190% w Claws), Dodge 240%, Jump: 240%, Ride: 40%, Swim: 190% NOTE: All spells cast, can’t Dodge, Agility Skills +70% COMMUNICATION: Fast Talk: 70%, Orate: 190%, Leadership: 220%, Sing: 100% STEALTH: Hide: 290%, Move Silently: 295% MANIPULATION: Conceal: 145%, Craft (Butcher): 145%, Craft (Torture): 120%, Devise: 145%, Sleight: 45% KNOWLEDGE: Animal Lore: 235%, Evalute: 130%, Human Lore: 80%, Nose For Bullshit: 200%, Lunar Politics: 50%, Mythology Rathor: 330%, Myth Seven Mothers: 65%. Myth Ygg: 100%, Profession Dart Warrior: 100%, Profession Raid Leader: 300%, R/W New Pelorian: 50%, Shiphandling: 180%, Sea Lore: 190%, Spirit Lore: 230%, Navigate: 95%, Naval Tactics: 185%, Battle: 300%, Infantry Tactics: 150% PERCEPTION: Find Enemy: 245%, Listen: 295%, Scan: 345%, Scout (Any): 100%, Search: 145%, Track: 335% MAGIC: Ceremony: 265%, Enchant: 385%, Summon: 215% NOTES: Harrack is immune to all fear and negative morale effects. He is also immune to disease and poison. He is Illuminated. He is protected by his own personal wyter. He leads an elite unit of 50 highly skilled Wolf Pirates (main skills at 125%, full iron chain) and has several Rune Levels who are always with him on quests or in combat, including two Rune Level healers. ALLIED SPIRIT: Rathor (Bound into his own Hide) INT 30, POW 100, CHR 60 Spirit Screen 20 Heal 20 Dispel Magic 20 RUNE MAGIC: Harrek can cast the following spells at will even when Berserk: Bear’s Skin, Bear’s Strength, Berserk, Claws, Fear He has permanent Second Sight and See Invisible When not Berserk, he can also cast Heal Wound, Float, Morale, Dismiss Elemental (Any). He does not spend Rune Points to cast Rune Magic. With his Magic Rune, Harrek can warp the nature of reality. Essentially this means with a successful roll, he can cast virtually any Rune Magic Spell that the GM feels is appropriate. He has bound spirits that can cast Heal Wound w/ 10 MP 3x per round. Auto-triggered when wounded. MAGIC ITEMS: Iron Ring Mail, Iron Bastard Sword, 500 pts of Magic Point Storage and POW spirits, Carries 10 Iron Throwing Axes and has 20 more available. Assume he can cast any Spirit Magic Spell at 10 or have Rathor command a bound spirit to cast it on him when he’s Berserk.
  21. ^It hadn't occurred to me to make one, but yes, that would be a valid subcult using this approach. In Caladraland, the Great Volcano God probably also has a rulership aspect as well. 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.
  22. For Gloranthans, suns, moons, and stars aren't that different. They're all shiny things up in the sky that are bodies/vehicles/mounts of gods. From there, it's just a matter of scale. If you're big enough and hot enough, you're a sun. If you're big but cooler, you're a moon, and if you're small and cool, you're a star. And those conditions can change. Suns, moons, and stars all come and go. They can grow bigger and hotter, or cool and get smaller, or disappear entirely. So it's entirely possible for a god to get big and hot enough to be a sun, or cool and be a moon, or start big and hot (Lightfore maybe) then diminish and cool over time. I've always thought the Seven Mothers meant to create a new Sun Empress to bring back the ancient paradise of Little Sun Mernita/Lesilla and things didn't entirely work out. Sedenya was supposed to be hotter and brighter, though at least they managed to keep her big and in one place all the time. Probably the rotation that causes her to wax and wane is a magical dissipation of the energy that would otherwise cause her to move. When the Lunar Empire collapses, Sedenya will lose much of her magical support, cool, turn white, and start to move, just another failed sun. Though she'll manage to stay bigger than most other things in the heavens.
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