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RHW

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  1. That's all I've got for Vestkarthen/Lodril. Other subcults not detailed include a subcult for stonemasons and sculptors, Urdera the Basket Maker, Venurtera the Potter, Gerndetho god of hunters and scouts, the Ten Servants who specialize in household management, a specialized cult that battles locusts and other insects, a subcult for siege warfare (same rune magic as Shargash Purataka the Leveler), a subcult for fighting Mostali, and subcult for lovers and gigolos (found mostly in Esrolia and Teshnos, similar rune magic to Niskis). Who next? I'm thinking Argan Argar since it's the cult I took by far the most liberties with, even more than Lodril. That said I still have: Argan Argar, Caladra & Aurelion, Chalana Arroy, Donadar, Elmal, Eurmal, Heler, Issaries, Kolat, Kyger Litor, Lhankor Mhy, Odayla, Orlanth Thunderous, Urox, Vinga, and Yelmalio, plus various Spirit Societies.
  2. VESTKARTHEN HERO CULTS As a great god, Vestkarthen has numerous hero cults, two of which are described below: ________________________________________________________________________ HUSBAND-PROTECTOR This Hero Cult celebrates the many Husbands of Ernalda. CULT REQUIREMENT: Be a Rune Level or Argan Argar, Orlanth, Elmal (or Yelmalio), Rozgali the Sea, Vestkarthen (Lodril), or one of the other gods with a mythical claim to the hand of Ernalda. Marry a Rune Level of Ernalda or her associated goddesses. 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. SPELLS PROVIDED: Dismiss Shade, Dismiss Salamander, Dismiss Sylph, Dismiss Lune, Dismiss Undine ________________________________________________________________________ MONSTER MAN This hero cult worships the dark side of Vestkarthen, his seething rage. He incarnates everything fearful and terrible about the god. It is suppressed by authorities whenever possible. ENTRY REQUIREMENTS: The applicant must be a Rune Level of Vestkarthen, Lodril, or any other mask of the Great Volcano God. The applicant must be righteously offended (in the eyes of the god) by the ruler of the applicant’s homeland, sacrifice for and cast Smoldering Rebellion at least once. No POW sacrifice or further initiation right is required. DISADVANTAGES: Joining Monster Man puts the applicant in rebellion against his or her ruler. Membership in Monster Man is nearly always a capital crime. DISORDER MAGIC SMOLDERING REBELLION (Rune Magic, Ritual Summon, One-Use, 1 pt.) The caster sacrifices for this spell and casts it in a dire and secret ritual. As part of the casting, the caster names one specific ruler as the target. The spell then smolders in the heart of Vestkarthen and waits until it either becomes active or the ruler retires or dies. This spell cannot be dispelled. If the ruler continues his wicked ways, more and more Vestkartheni will be inspired to join Monster Man and sacrifice for this spell. Eventually, once this spell has been cast hundreds or perhaps even thousands of times, the spell will reach critical mass and the entire land’s peasant population will be inspired to rise in armed rebellion. The last documented time this spell was activated, in 1460, Peloria rose against Sheng Solaris, resulting in his overthrow and permanent death.
  3. QUIVIN (God of the Quinvin Mountains, First Guest, Father of the Quinvini Tribes) Quivin was the first Stranger and the first Friend, the first non-Storm god welcomed by the Storm pantheon and given guest rites. He is the god of mountains and mountaineers and is worshiped as a founder god by the Quinvini, the tribes and clans who make their homes among his mountains. Rune Lords of Quivin are called Mountain Lords. They must have a POW of 15+, Mythology (Vestkarthen) and 50%+, Climb at 90%+ and 90%+ four skills chosen from Jump, Balance, Dodge, Honest, Sturdy, Scout Mountain, Scout Hills, Mineral Lore, Craft Prospecting, Craft Stone, Scan or Search. Mountain gods all over Glorantha provide similar Rune Magic, whether worshiped alone or as the subcult of another god. CULT PERSONALITY SKILL: Honest, Sturdy CULT SKILLS: Survive at Altitude, Scout Mountain, Scout Hills, Craft Prospecting, Craft Stone CULT SPIRIT MAGIC: Strength, Coordination EARTH RUNE MAGIC DISMISS EARTH ELEMENTAL, SUMMON EARTH ELEMENTAL FLOW STONE (Rune Magic, Ranged, Stackable, 1 pt.) Allows the caster to reshape 1 cubic meter of stone per point. Once the spell expires, the new shape is permanent. If the caster desires a complex final shape, Craft (Stone) or Craft (Sculptor) or a similar skill roll is required. If cast on a Gnome, Dwarven Construct, or other stones with POW, the stone gets a resistance roll. If the caster wishes, Flow Stone does 2d6 damage per point to sentient stone beings ignoring armor if resistance is overcome. RUN UP CLIFFS (Rune Magic, Self, Stackable, 1 pt) The caster can move up any level of gradient (up to 90 degrees) at his normal movement. If the caster stops or stands still, he loses the benefit of this spell. STONESKIN (Rune Magic, Self, Stackable, 1 pt.) The next physical attack or impact or other physical damage striking the target does -20 to damage. This reduction in damage even protects against critical attacks or falling damage which normally ignore armor. This spell is stackable and each additional point protects against one additional impact or attack. DISORDER RUNE MAGIC DODGE FALLING OBJECTS (Rune Magic, Self, 1 pt.) For the duration of this spell, the caster gets +100% to Dodge for the purpose of dodging naturally occurring falling objects (such as from a collapsing cave) or objects dropped by a trap and may dodge objects too large or too fast moving for Dodge to normally apply. This does not protect the caster against projectiles fired by sentient beings or animals (anything using a Ranged Weapon skill), but it would protect against a boulder being rolled down a hill or similar situations. PERFECT BALANCE (Rune Magic, Self, 2 pts) While under the influence of this spell, the Mountain Lord cannot be knocked down. He has perfect balance and automatically succeeds in any Balance check. SOFT LANDING (Rune Magic, Self, 1 pt) While under the influence of this spell, the caster always lands on his feet and takes no damage from falling. QUINVIN’S SECRET (EARTH RUNE MAGIC) MOVE THROUGH STONE (Rune Magic, Self, 3 pts) Allows the caster to move through dirt, earth, or even solid stone at his normal movement rate for the duration of the spell.
  4. For an example, see Mhorhys in this thread. And he was a bit wimpy compared to the top PCs . For RQ, multiply skills by 5. So he’s at 210% broadsword, 40 defend = 200% shield parry.
  5. PCs in my game got perilously close to Beanpot. They didn’t quite reach Harrek though. There were mechanisms for them to do most of what you see there. I just didn’t both to figure EXACTLY how it all worked for Beanpot. Most of their major skills were at or around 200% in RQ terms by the time they triggered the Dragonrise. The numbers don’t exactly translate, but roughly there anyway.
  6. OAKFED THE WILDFIRE (Lodril Ignifer, God of the Inferno) Oakfed the Wildfire is Vestkarthan’s most dangerous son. He embodies the destructive nature of fire, all-consuming, unstoppable. He has dominion over volcanic explosions and firestorms. He is sometimes worshipped as a god in his own right by bandits, pyromaniacs and other outsiders. (NOTE: When worshiped alone, Oakfed also provides SUMMON FIRE ELEMENTAL (all sizes), HEAT METAL, and INCREASE FIRE as Fire Rune Magic. Shamanic worship of Oakfed is more common and provides much of the same Rune Magic.) Oakfed is one of the war gods of Caladraland. This subcult is outlawed in Dara Happa, Peloria and Teshnos. Oakfed is considered an enemy god in Prax. Oakfed’s Rune Level’s are Priests called Wildfires. In addition to the usual requirements, a Wildfire must have Mythology (Vestkarthen) at 90%+ and Destructive, Hot-Tempered or Intimidate at 50%+. CULT PERSONALITY SKILLS: Destructive, Hot-Tempered, Intimidate CULT SKILLS: Spread Fire FIRE RUNE SPELLS BLINDING FLASH (Rune Magic, Stackable, Ranged, 1 pt.) Temporarily blinds the target. Roll a Resistance Roll against the target. For each pt the Resistance is overcome, the target is blinded for the duration of the spell. Additional pts add +25% to the resistance roll, add 100m to the range, or add 1 target. BURN PLANT (Rune Magic, Ranged, Instant, 2 pts.) This spell causes the targeted plant to explode in flames, destroying it utterly. If the tree is sentient or is inhabited by a spirit, the caster must overcome the spirit’s POW. NOTE: This spell does not work on Elves or other Aldraymi. CONFLAGRATION (Rune Magic, Stackable, Ranged, AE = 1 hex. Instant, 1 pt) Must be stacked with Scorch. Stacking is a free action. Makes the Scorch hit everyone within 1 meter of the target. Each additional pt adds 1 more meter to the radius. Conflagration does not distinguish between friend and foe. Sometimes known as Fireball or Lavaball. FIERY RUSH (Rune Magic, Self, Instant, 1 pt.) Caster may make an immediate move and attack (missile or melee) during magic phase. Casting the spell, moving, and making the attack count as a single action. SCORCH (Rune Magic, Stackable, Ranged, Instant, 1 pt.) The caster hurls a magical blast of heat at the target. If the caster succeeds in an Resistance roll, the blast does 1d6 damage to a random hit location, ignoring armor (including Woad, Natural Armor and Armor Enchantments, but not runic gold, obsidian armor or temporary magical protection). Each additional pt gives +25% to resistance roll, does +1d6 damage, or doubles the range. Scorch is sometimes known as Fireblast or Lavablast. DISORDER RUNE MAGIC DEFLECT ARROWS (Rune Magic, Self, Stackable, 1 pt.) Waves of hot air swirl around the caster, subtracting 30% from the chance to hit of incoming missile weapons. 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 highest 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. OAKFED’S SECRET (FIRE MAGIC) FIREFORM (Rune Magic, Self, 3 pts) The caster and his gear are covered in flames. All the caster’s weapons, including natural weapons, do 3d6 damage as if Firebladed. Any missile weapons thrown or fired are automatically Firearrowed. The caster is immune to fire damage for the duration of the spell and anyone attacking the caster with a natural weapon takes 3d6 damage to the appropriate location. Fireform is also known as Human Torch (by Lodrili) or Walking Volcano (in Caladraland).
  7. Man I just found Harrek's stats for my game and he is so much more horrible than Beanpot.
  8. He has a 115 total points of Rune Magic on my original sheet. I was just trying to shoehorn him into RQG. =P I don't think Beanpot has any Chaos Gifts, or at least mine doesn't. Hating/Fearing Chaos is part of his origin story and even though he's cool with chaos now I guess, it's not for him. I don't actually give YT's gifts and geas (because YT broke all of his), but if he does have any Yanafal gifts, figure they're already included in his prodigious stats. Any geas he has he can (and does) ignore at will. "'Lumination F.T.W.! Take that, Blue Meanies!" FWIW I don't really care how he got this way. LOTS of heroquests probably. I just made him a horrible challenge for my players and left it at that. I could probably justify ever last thing by the rules, but meh, who cares? Truth be told, I was delighted when my PCs won him over (with some clever interactions and lucky rolls) and never had to fight him. And it turned out out they considered him a friend too. Once they found him stumbling home from a bender in Glamour, drunk as a skunk, completely unarmed and unarmored, with no bodyguards. EASY PICKINGS! They helped him home, cleaned him up, and tucked him in bed, making sure to turn him on his side so he wouldn't drown in his own puke. Yes. It is very important to engage him in melee or he will cleaver you to death. It was my plan to have his magic spirits Firearrow or Speeddart or Multimissle the Cleavers for extra fun. Note though that the YT spell STAND AGAINST MANY lets him apply his full parry or dodge to everyone in melee range. So that's fun. YGMV but I allow bound spirits and allied spirits in objects to all be "inside" the Shield spell, so that takes care of that. The Shield 8 can be Dismissed normally with 8 pts of Rune Magic. For me this was "walking around but ready to beef" Beanpot, but YGMV. Hero Light On Beanpot isn't that different but includes his entire hero band including dedicated heavy infantry, cavalry, archers, healers, and casters. Much Mindblast! Many Madness! No Shield for you! LUNES EVERYWHERE OMG!
  9. Well, figured my PCs would get to the mid 100%s by the time we were done, statted Beanpot up as someone they might fight close to end game, wanted him to be able to fight the entire table on his own, so gave him stats that would let him do that. Long before that though, the PCs met Beanpot at a party, took a liking to him, convinced him they were cool, and they became buddies. They ran into him a few more times but never faced him in battle. They did fight Harrek though. He's way worse. That was a bad day for them. (FYI when I GM I use the stats I write down as a rough guide and adjust on the fly to make the fight work dramatically. So Beanpot could be tougher or easier depending on the goal of the session. And Beanpot with his entire cadre of followers is basically impossible for one group of PCs, no matter what. At that point, he's a counter, after all. So they need to bring a counter with them to fight him.)
  10. AVERT YOUR EYES! THIS IS TERRIBLE. NO ONE NEEDS TO SEE THIS. Stats for Bean Pot from my house campaign (converted from house rules): Walks-with-Shadows AKA “Bean Pot Aelwrin” Peasant and Camp Slave, Pent Human Male, 34 Moonsword of Yanafal Tarnils STR: 28 Spells known: CON: 28 Bladesharp 10 SIZ: 11 Heal 6 INT: 16 Befuddle POW: 28 Demoralize DEX: 35 CHR: 22 HP: 19+31 = 60 MP: 28 + 25 Allied Spirit MP Storage and Spirits: 300 Move: 9 Base SR: 2 MELEE ATTACK: +1d6 Damage RH Moonsword: 270% SR 4 4d6+1d6+8 w/ Bladesharp 320% 4d6+1d6+18 w/ Lunge 200% 4d6+1d6+17 w/ BS + Lunge 250% 4d6+1d6+27 w/ Truescimitar 8d6+1d6+8 Lh Cleaver: 200% SR 5 1d6+1+1d6 w/ Bladesharp 250% 1d6+1d6+11 Kick: 125% SR 6 1d6+1d6 w/ IH 8 165% 1d6+1d6+8 Lunge: 200% RANGED ATTACK: +13 RANGED DAMAGE: +9 RH Returning Iron Cleaver: 175% SR 1/5/9 1d6+1+1d3 LH Returning Iron Cleaver: 140% SR 1/5/9 1d6+1+1d3 HIT LOCATIONS: Missile Melee Location Armor HP 01-03 01-04 R Leg 12+16+10 20 04-06 05-08 L Leg 12+16+10 20 07-10 09-11 Adm 12+16+10 20 11-15 12 Chest 12+16+10 24 16-17 13-15 R Arm 12+16+10 15 18-19 16-18 L Arm 12+16+10 15 20 19-20 Head 18*+16+10 20 Total Hits 60 AP includes PermaShield 8 and 10 pt skin Spirit Armor Enchant 10 NOTE: Bean Pot usually only wears his Leg and Head armor when walking around. PASSIONS: Chip on Shoulder: 150%, Distrust Authority: 90%, Love Jar-eel 250%, Alcoholic: 75% RUNES: Moon: 150%, Death: 90%, Fire: 90%, Mastery: 90%, Truth: 75% SKILLS: AGILITY: Balance: 150%, Boat: 50%, Climb: 150%, Dodge 250%, Jump: 150%, Ride: 230%, Swim: 100% COMMUNICATION: Fast Talk: 85%, Orate: 235%, Sing: 60%, Speak New Pelorian: 100%, Speak Pentish 85%, Speak Trade 60%, Speak Sartarite: 35% MANIPULATION: Conceal: 150%, Cook: 300%, Devise: 100%, Sleight: 100% KNOWLEDGE: Animal Lore: 85%, Evaluate: 50%, Human Lore: 130%, Myth (7M): 100%, R/W New Pelorian: 50%, Battle: 200%, Tactics: 180% PERCEPTION: Listen: 130%, Scan: 240%, Search: 110%. Track: 150% STEALTH: Hide: 210%, Sneak: 210% MAGIC: Ceremony: 100%, Enchant: 100%, Summon: 85% NOTES: Bean Pot is immune to all fear and negative morale effects. He is also immune to disease. That said, he is often drunk. If not in the company of Jar-eel, roll against his Alcoholic once a day and apply the “bonus” as a penalty to all DEX and CHR based skills. He is protected by his own personal wyter. He leads an elite unit of 50 highly skilled YT initiates (main skills at 90%, full plate) and has several Rune Levels who are always with him on quests or in combat, including two Rune Level healers. Lunar sorcerers maintain Cast Back 20 on him at all times. RUNE MAGIC: SEVEN MOTHERS (22) Shield, Dismiss Small Shade, Dismiss Small Salamander, Dismiss Small Undine, Dismiss Small Gnome, Madness, Mindblast, Summon Small Lune, Summon Medium Lune, Summon Large Lune YANAFAL TARNILS: (22) Truesword, Sword Trance, Fear, Charge of the Ram, Stand Against Many, Morale, Detect Truth, Extension, Shield, CONQUERING DAUGHTER (22-12 = 10) Shield, Repair Road, Summon Large Gnome, Dismiss Large Gnome, Gnome to Gargoyle, Speed Army, Glowspot, Travel Road, Secure Road MOONSON CULT (22) Command Citizen, Rally Soldiers, Worship Emperor, Bless Citizen, Charisma, Lie, Calm Mob, Enrage Mob, Command Lune, Awe Chaos Thing, Understand Bureaucrat, Confound Bureaucrat, Madness, Mindblast NOTE: Maintains Extension 4 and Shield 8 at all times. Casts Glowspot (3) and Extension 2 every day when outside the Glowline, in which case he has only 5 points of Conquering Daughter Rune Magic available. ALLIED SPIRIT: Moonlover INT 15, POW 25, CHR 20 Spirit Screen 10 Fireblade (4) Disrupt RUNE MAGIC: SEVEN MOTHERS (20) Truesword, Regrow Limb, Summon Lune, Summon Shade, Summon Salamander, Summon Undine, Summon Gnome, Ban, Binding Enchantment, Matrix Creation, Mindblast, Madness POSSESSIONS: Moonsword: A personal gift from the Emperor, the Moonsword does damage subject to the cycles of the moon. Black: 1d6+2, Crescent 2d6+4, Half 3d6+6, Full 4d6+8. It’s pluses to hit are Black: +5%, Cres +10%, Half +15%, Full +20%. Stats assume a full moon or that Bean Pot has cast Glowspot. This damage can be doubled with Truesword. Bean Pots Kettle: An enchanted bronze kettle converted into a helmet. Enchanted to 18AP. Contains many magic spirits. Assume Bean Pot knows all Spirit Magic spells at 8 and has 300 stored MP from Spirits and Matrixes. Bean Pot’s Cleavers: Both of Bean Pot’s Iron Cleavers have been enchanted to return to him immediately when thrown.
  11. Some less adventurous Vestkarthen subcults, not fully statted up, because my players are combat-loving power gamers: GUSTBRAN THE SMITH (God of Forges and Smiths) Gustbran is one of the three Lowfires, Vestkarthen’s children with Ernalda. He’s the god of the forge. To become an initiate, a candidate must be accepted as an apprentice by an established Redsmith. Gustbran’s Rune Levels are Rune Lords called Redsmiths. A Redsmith must have a POW of 15+, know Mythology (Vestkarthen) at 90%+, have at least one Craft skill at 90%+, and have 90%+ in four other skills chosen from Any Other Craft Skill (up to 5 total), Devise, Lustful, Energetic, Sing, Animal Lore and Mineral Lore. CULT PERSONALITY SKILL: Hard-working, Taciturn CULT SKILLS: Forge (Metal) MASTERY RUNE MAGIC: Work Tirelessly, Strengthen Metal, Unbreakable Hammer, Unyielding Anvil, Repair Metal Item, See Into Metal FIRE RUNE MAGIC: Handle Hot Metal, Forge (Rune Metal), Resist Heat, Enchant Forge, Keep Fire Burning GUSTBRAN’S SECRET: Hammertime! (Allows the Smith to use all his craft skills as combat skills) ________________________________________________________________________ LODARNTAR (God of Farmers and Plows) The god of peasants, plows, farmers, and crofters. Wherever Vestkarthen is known as Lodril, this is the default subcult, most notably in Dara Happa, Peloria, Tarsh and Teshnos. The Veldraf, the serfs of the Grazelands, worship this form Vestkarthen. Rune Levels are priests and must have Craft (Farm) at 90%+ in addition to other requirements. CULT PERSONALITY SKILL: Hard-working, Secret Pride CULT SKILLS: Plow Field, Craft (Farm), Look Busy, Keep Up Appearances CULT SPIRIT MAGIC: Plowsharp, Strength MAN RUNE MAGIC: Work Tirelessly, Dominate (Domestic Animal), Sober Up, Disapprove of Neighbor, Mend Fences FIRE RUNE MAGIC: Dry Wet Field, Heat Plow, Sear Weeds, Burn Field, Keep Grain Dry LODARNTAR’S SECRET: Plowshares to Spearheads (Grants the targeted Lodril worshippers Spear attack and parry equal to their Craft Farm or Plow Field skill) ­­­­­­­­­­­­­­­­­­­­­­­­­­­­­­________________________________________________________________________ MAHOME THE HEARTH (Goddess of Wives and Home Fires) Mahome is one of the three Lowfires, Vestkarthen’s children with Ernalda. She’s the goddess of hearth and home. Mahome has only female worshipers. Mahome’s Rune Level’s are Priestesses called Heathwives. CULT PERSONALITY SKILLS: Warm CULT SKILLS: Carve Hearthstone CULT SPIRIT MAGIC: Heal FIRE RUNE MAGIC: Burn Intruder, Calm Anger, Cure Burn, Enchant Hearth, Reduce Fever, Warm Child LIFE MAGIC: Arouse Husband, Command Husband MAHOME’S SECRET: Control Fire
  12. ^Love all that, and it's the intention behind spells like Ardor, Shirk, Work Tirelessly and Surge of Strength to be sure. Since these are the most adventurous subcults (because they're tailored to my powergaming combat loving players) I didn't stat up a ton of Hard Working Warm Earth Dad Farmer Crafter spells, but I have no doubt they exist.
  13. KALAVAN (Lodril Hastus, the Spear God, the Cult of the Invisible Spear) Vestkarthen first came to earth inside the Spear of Aether, thrown down to destroy a chaos thing. The Spear broke and the hot fury of Vestkarthen went into the Earth. Kalavan (or Lodril Hastus as he is known in the North) is the First Spear, the war god of the common people. While he is worshiped openly in Caladraland and Esrolia, Kalavan’s cult is suppressed in Peloria, Dara Happa and Teshnos, where the ruling class fears his might. There, his worship is kept alive by the Cult of the Invisible Spear, who honor him in secret in the fields and barns where the overlords never go, disguising their martial drills as “traditional peasant dances.” Worshipers of Kalavan have heard rumors that a great hero of the Invisible Spear has begun gathering followers in the wild lands near Dorastor. Though who they will fight for in the Hero Wars remains a mystery. Rune Lords of Kalavan are called Fire Spears. Candidates must have a POW of 15+, a Mythology (Vestkarthen) skill of 50%+, 90%+ in 1h or 2h Spear, and 90%in four other skills chosen from Battle, Scan, Orate, Sergeant, Cunning, Secretive, Disciplined, Pike and Shield, Lunge, Phalanx Tactics, Volcanic Thrust, Dance, Exotic Weapon (Shoot Lava), Thrown Weapon, or any Cult Rune. CULT PERSONALITY SKILL: Sergeant, Cunning, Secretive, Disciplined CULT SKILLS: Pike and Shield, Lunge, Phalanx Tactics, Volcanic Thrust, Dance, Exotic Weapon (Shoot Lava). Lunge (Attack Skill): A special attack that allows the user to move up to Lunge/20 meters forward in a straight line and attack once in the same melee SR. Requires Lunge, Balance, and a primary Melee Weapon Attack using either a 1h or 2h Spear, 1h dagger, 1h sword, rapier, or a similar impaling weapon. Attack is resolved at the lowest of the three skills and cannot be interrupted by held actions. On a successful hit, the number of hexes moved is added to the damage. Many dueling schools teach this fairly common technique, especially in Peloria (where it’s taught with the scimitar) and in Heortland and Safelster (where the rapier is favored). The cult of Vinga claims Vinga invented this technique and teaches it with spears. Pike and Shield (Attack Skill): Allows the use of a 2h Spear (Long Spear or Pike only. Halberd and Naginata are too unwieldy) while wielding a shield. Attack is limited to the Pike and Shield skill or the Spear skill, whichever is lower. This skill is taught by the Yelmalio cult and several Lunar phalanx gods. Volcanic Thrust (Agility Skill): This unusual technique is derived from the religious dances of the god Lodril (called Vestkarthen in Dragon Pass and the Holy Country). The attacker attacks from a prone position, usually after a fall, thrusting upward with his spear. This attack negates any offensive penalties from being prone and applies a Skill/20 bonus to damage. If the attacker can stand, he will be standing (as a free action) at the end of the attack. Attack is limited by the attacker’s Volcanic Thrust, Dance, and Spear skills. If the attacker is standing at the start of his SR, he can dive to the ground, move up to 1m, Volcanic Thrust, and return to his feet. In this case, the attacker’s Dance skill/5 is added to his attack skill. Note: Pikes, Naginatas and Halberds are too unwieldy to use effectively with this technique. Taught by the cults of Lodril, Vestkarthan, and the Volcano Twins cult of Caladra & Aurelion. CULT SPIRIT MAGIC: Strength, Bladesharp DEATH RUNE MAGIC DEFEAT HORSE NOMAD (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. Pentians or similar foes (Char-Un or Grazelanders for example). DEFEND AGAINST INVADER (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 who wage war on the croplands of peaceful farmers. NOTE: This spell only works when the Spear is fighting on his home territory. DESTROY OPPRESSOR (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. oppressive noblemen or their deputies who abuse their farmers. PIERCING SPEAR (Rune Magic, Touch, 2 pts). This spell doubles the crit and impale chance of the target weapon. 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 hex away with no penalties. FIRE RUNE MAGIC SHIELD FIRESPEAR (Rune Magic, Touch, Stackable, 1 pt.) Replaces Spear damage with 3d6 Fire damage. Each additional pt adds +1d6 Fire damage. SHOOT LAVA (Rune Magic, Touch/Ranged, 3 pts) This spell allows the user’s spear to shoot lava at anyone in range. Shooting Lava is Missile Weapon Attack with an SR of S/MR. Damage done is 1d6 per MP expended, and each MP spent after the first adds one SR to the firing time. Preparing another blast costs 5 SR. Armor protects normally. Shoot Lava is an Exotic Ranged Weapon Skill and can be trained normally. Lava can crit but it doesn't impale and receives no benefit from Damage Bonus. EXAMPLE: Blackkettle has a Dex SR of 1. If he casts Shoot Lava in SR 1, he can ready to fire +5SR, then fire a blast of 6d6 (5 Extra MP and +1 Dex SR) in SR 12. The next round, he decides to shoot a 12d6 blast in SR 12 (11 Extra MP + 1 Dex SR). The round after that, he fires a 4d6 blast in SR 4 and a 3d6 blast in SR 12. He must roll his Shoot Lava skill to hit each time. DISORDER RUNE MAGIC MORALE UPRISING (Rune Magic, Ritual, Range = 10m x Ceremony Skill per point, Instant, Stackable, 1 pt.) This spell must be cast from a hearth, Lodril shrine or temple, or specially prepared bonfire in the caster’s home territory. It informs all Vestkarthen/Lodril worshipers within range, regardless of subcult, 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 Spears can pool their uses of Uprising to extend the radius, but in this case, only a single rally point can be designated. KALAVAN’S SECRET (FIRE RUNE MAGIC) FIREFORM (Rune Magic, Self, 3 pts) The caster and his gear are covered in flames. All the caster’s weapons, including natural weapons, do 3d6 damage as if Firebladed. Any missile weapons thrown or fired are automatically Firearrowed. The caster is immune to fire damage for the duration of the spell and anyone attacking the caster with a natural weapon takes 3d6 damage to the appropriate location. Fireform is also known as Human Torch (by Lodrili) or Walking Volcano (in Caladraland).
  14. Rain or Snow seem to be the clearest rules based solutions. Assuming multiple Orlanth/Valind/Heler initiates and rune levels could pool their spells, 100 pts of Rune Magic gets you 10K radius of rain or snow, depending on conditions. Might need some Cloudcall to increase cover. Imagine every Heler initiate and Storm Voice in your tribe sacrificing for Rain then praying for a storm to deliver them from the fire, while everyone else tries to protect the Heler shrine and make sure the prayers aren't interrupted. Figure every Helerite is good for 3-4 pts of Rain and a Storm Voice could cast 15 pts or so. Orlanth Thunderous initiates could handle the Cloudcall.
  15. Heler. For that kind of thing the only answer is Heler.
  16. Don't discount the fire fighting ability of Earth cults. A large Earth Elemental would be a great tool for creating fire breaks, dumping earth on burning structures, etc. In addition to Extinguish, my version of Argan Argan also has some magic for suppressing fire. 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.
  17. I think an Oakfed shaman would never actually put out a fire for any price. They're more interested in propitiatory worship/extortion. Worship Oakfed and pay off his shamans and your town won't burn in wildfires. Don't and all bets are off. NOTE: If your town catches fire for some other reason, the Oakfed shamans will bring the marshmallows.
  18. I think the Oakfed shaman approach to "Fire Control" is more like "Pay me a bunch of money and I will make sure a random wildfire doesn't destroy your town. Very dangerous, those random wildfires. Spring up out of nowhere. So dry here lately. I'd hate to see your town burn down for no good reason. Like, for example, if you got an Oakfed shaman upset. That would be terrible. 1000L should do the trick."
  19. Here's a write-up for Vestkarthen as he appeared in my home brew Sartarite campaign. So he's not exactly Lodril or Caladril... but he's not NOT them either. VESTKARTHEN (The Volcano God, Ruler of the Low Fires, Smith God) Vestkarthen is the god of volcanoes, spears, smiths, farmers and fire. He is a great god and has many other names and aspects. Locally, he is acknowledged as the father of Quinvin, the god of the Quinvin Mountains. In Peloria to the north, he is called Lodril and worshiped by the Dara Happan peasantry as the God of Men and has dominion over farmers and craftsmen. In the Shadow Plateau to the south, Trolls recognize him as the slave of Argan Argar who forges his weapons and provides fire magic. And in the far south, in Caladraland, he is Caladril, father of the Volcano Twins, Caladra and Aurelion, and the great god of the Vent, who makes the ground fertile and demands human sacrifice to spare his hot fury from the surrounding lands. In the Holy Country, he is recognized as one of the husbands of Ernalda and one of the prime movers of the world. Following is a vastly simplified version of his cult as it is worshiped in Dragon Pass and the Holy Country outside Caladraland. In Caladraland and Dara Happa, Vestkarthen/Lodril/Caladril is a Great God and has as many aspects and subcults as Orlanth. Vestkarthan is associated with the runes of Fire and Disorder. MEMBERSHIP REQUIREMENTS: Varies by region. In Dara Happa, must be male. In other areas, no restrictions. CULT PERSONALITY SKILLS: Energetic, Lustful CULT SKILLS: Craft Fire, Craft (Metal), Craft Armor, Craft Weapon, Farm CULT BATTLE MAGIC: Ignite, Extinguish, Vigor, Heal, Disrupt, Fireblade, Firearrow. Vestkarthen’s specialty spell is Vigor. CULT RUNE METALS: All especially: Iron, Gold, and Copper. Obsidian is also widely used. 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 FIRE RUNE MAGIC COMMAND FIRE ELEMENTAL, DISMISS FIRE ELEMENTAL, SHIELD, SUMMON FIRE ELEMENTAL 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. 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. 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 1d3 damage per round to the appropriate location (no resistance roll, magical armor only applies). 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 MP of each additional spirit acts as an aid to the object’s resistance (using normal aid rules). Each enchantment on the weapon also adds +5% to the resistance. If a weapon has no bound spirits but is enchanted, the total number of enchantments act as the weapon’s POW. NOTE: Touching a weapon or armor in combat requires an Unarmed Attack check vs. (Defense-10) as part of the casting. IGNORE HEAT (Rune Magic, Touch, 1 pt) Allows the target to ignore the debilitating effects of extreme (non-magical, non-volcanic) heat (up to about 50 C). 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. DISORDER RUNE MAGIC CHARISMA ARDOR (Rune Magic, Touch, 1 pt.) Umm… you know… makes you hot. And ready. And stuff. Lasts for 15 minutes. Can be extended. Also known as Hunka Burning Love or Daddy’s Little Spear. Works equally well on female targets, though does not work on an unwilling target. Very popular spell. If extended more than three hours, contact your healer. Yeah, moving on. SHIRK (Rune Magic, Self, 1 pt.) Makes the caster immune to Detect Husband, Detect Peasant and similar spells. Additionally, if the caster is subject to the continuous effect of a Command spell such as Command Husband, Command Lowfire, or Command Peasant, Shirk allows the caster to ignore the required task for its duration. This spell counteracts any short term Command spell and may be cast while under the influence of such a spell without restriction. SUMMON VESTKARTHEN (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 SURGE OF STRENGTH (Rune Magic, Self, 2 pt.) Doubles the caster’s Strength for the duration of the spell. Does not stack with other Strength enhancing spells like Bear's Strength or Strength of Basmol. TIRELESS EFFORT (Rune Magic, Touch, Stackable, Duration = Special, 2 pts.) Allows the willing target to work without rest to complete a single given task such as forging a weapon, plowing a field, or building a house. Once the task is completed, the subject will collapse into a deep sleep, and will not be able to work or fight until they have rested for the same amount of time they worked.
  20. Never did a full Yelm write-up since there was no way a PC could ever be a Yelmite in the campaign I ran with these rules. One of their recurring villains, Lord Korvu Eam-Volo, was a General of Yelm Urvairinus, but I mostly winged it with his spells. So Vestkarthan it is!
  21. Yep, that approach makes sense. That concludes what I have for Ernalda. Want more? Are people finding these interesting? If so, who next? I'm thinking Argan Argar but I could be persuaded differently.
  22. KEV THE VISIONARY (Goddess of Prophecy) Kev the Visionary is the goddess of prophecy and prophetesses. This is a rare and highly mystical subcult. Visions are often cryptic. In addition to Ernalda’s usual associations, Kev has the Truth rune. CULT BENEFIT: Instead of POWx5, Rune levels of Kev may use their Mythology (Ernalda) skill to understand a Divination from Ernalda. CULT PERSONALITY SKILLS: Cryptic TRUTH RUNE MAGIC DETECT TRUTH, RECONSTRUCTION FORSEE RESULTS (Rune Magic, Instant, Self, 1 pt.) The caster can see the outcome of her next non-combat based skill check. Based on her vision, she can alter those results in her favor. She gains a +100% to her next skill check. RESIST MADNESS (Rune Magic, Touch, Stackable, 1 pt.) Each pt of this spell gives the target +25% to resist any Madness based magic, the attacks of Lunes, unwanted Passions checks. or spirit combat vs. Passion spirits. SEE VISIONS CLEARLY (Rune Magic, Self, Ritual, Stackable, 1 pt) This spell, when stacked with Divination, gives +25% per pt to the POWx5 check for determining the clarity of the Divination. Each pt of this spell also gives the caster +25% to her Mythology (God) checks for understanding a naturally occurring set of signs and portents or prophecy. If the caster does not have the appropriate Mythology (God), the first point of this spell gives her a 25% Mythology skill for this purpose. The Caster does not need to know which god produced the signs. The spell does not identify the god, but provides the appropriate Mythology skill nonetheless. UNDERSTAND MOTIVATION (Rune Magic, Self, Stackable, 1 pt) Each pt of this spell gives the caster +25% to her (Species) Lore checks for understanding members of that species, knowing if they’re lying, etc. If the caster does not have the appropriate (Species) Lore, the first point of this spell gives her a 25% lore skill for this purpose. KEV’S SECRET DISCLOSE VISIONS (Rune Magic, Ritual, 3 pts) This spell makes the visions produced by Divination visible to all present. This allows everyone present to use their own POWx5 or Mythology (God) skill to understand the visions or to augment someone else’s understanding.
  23. Ernalda the Queen subcult, Kadone the Grounder, one of her more martial aspects: KADONE THE GROUNDER Kadone embodies Ernalda’s mastery of heaviness, the power that keeps everything stuck to the ground. She is the most combative of all of Ernalda’s daughters. Her worshipers serve as siege experts and battle priests in Esrolia. CULT BATTLE MAGIC: Glue, Slow. Kadone worshippers can learn Slow as a specialty spell in addition to Countermagic. EARTH RUNE MAGIC CRUSHING WEIGHT (Rune Magic, Ranged, Stackable, Instant, 1 pt) Targets of this spell must be in contact with the earth. The target is smashed downward by a sudden, crushing weight. Each pt of this spell does 1d4 location damage, divided equally between the target’s legs, ignoring all armor and magical protection. A successful resistance roll halves the damage. Additionally, if the target fails resistance, the target is knocked prone. Each additional pt does 1d4 more damage or adds another target. EARTHGRIP (Rune Magic, Ranged, 1 pt). The target of this spell must be in contact with the earth. The earth reaches up and entangles the legs of the target. If the caster succeeds in overcoming the target’s DEX with her POW, the target is completely immobilized. Each additional pt adds +25% to the Resistance Roll or adds one target. Immobilized targets may not move. They are also -25% to their Dodge checks. However, their legs get +5 AP each because of the covering earth. They may free themselves with a successful STR vs Caster's POW check (adjusted for the strength of the spell), which they may attempt once a round in SR 1. GROUND FLYER (Rune Magic, Ranged, 2 pts.) On a successful resistance roll, the target of this spell loses the ability to fly for the duration of the spell. If the target is in the air, the target is instantly pulled straight down to the ground but suffers no damage. HEAVINESS (Rune Magic, Ranged, Stackable, 1 pt) On a successful resistance roll, the target of this spell is -1 to move rate and -5% to all melee and agility skills (including Dodge) per pt of the spell for the duration of the spell per point of the spell. (Minimum move rate is 1). Additional pts increase the intensity of the spell or add an additional target. SINKHOLE (Rune Magic, Ranged, Stackable, 1 pt) Permanently drops the earth 3m in a 3m radius of the target. Each additional pt adds another 3m of depth or 3m of radius. Living beings inside the area of effect take no damage but end up in the hole and must climb, fly or jump to get out. Generally, the walls of a sinkhole are unstable and difficult to climb and climb rolls at usually at -25% (this may vary by type of ground). MASTERY RUNE MAGIC FIGHT WIND (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. Wind related foes (such as Windchildren, Air Elementals, or Orlanth worshippers). RESIST WIND MAGIC (Rune Magic, Ranged, Stackable, 1 pt). Each pt of Resist Wind Magic give the target +25% resistance vs Wind/Storm Magic and 1 AP vs Damage from Wind/Storm Magic like Lightning. KADONE’S SECRET (Earth Rune Magic) ENCHANT GROUND (Rune Magic, Ritual, 3 pts) This spell takes 24 hours to cast. It permanently enchants an area (20m radius) with any Rune Magic spell the casters stacks into the ritual, such as Heaviness, Crushing Weight, Ground Flyer, etc. The stacked spell is automatically cast on any hostile target that enters the area. The spell stacked into the Enchanted Ground is lost forever to the caster, but Enchant Ground is itself reusable.
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