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Godlearner

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Posts posted by Godlearner

  1. This is the closest thing I found so far out of GoG v1:

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    Tapping is the sorcerous conversion of a local manifestation of a Rune into raw magical energy, which then can be used by the sorcerer to power other spells. For example, a sorcerer learned in the Stasis Rune, might tap the Stasis out of a rock, reducing it to dust, or another might tap the Life out of a tree, killing the orchard to get magical power. Most Malkioni, except the Brithini, Vadeli, and Waertagi, consider Tapping to be immoral and evil.

     

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  2. Quote

    Aeolians, Arkati and Lunars

    This is of course these are my personal opinions.

    Aeolians - basically Orlanthi and would not use any Tapping as it is considered Chaos.

    Arkati - would not use Tapping as they would view it as going down a slippery slope towards Chaos.

    Lunars - already have an association with Chaos, so its more of the individual choice. I would say there are schools which accept it, and other which do not. In fact I see internal conflict between these aka Hong Kong martial arts movies.

  3. 1 minute ago, Kloster said:

    Please check my previous post. If we apply RQ3's tapping restrictions (GoG p45), Hrestoli and Rokari are not allowed to tap, Brithini, Borists and Galvosti may tap people with restrictions (and we don't know anything about tapping non living things) and we don't know anything for others, especially non malkioni. And the only usage of tap spells in an official RQ product I remember is in 'Griffin Island', which is non Gloranthan.

    Sounds like useable frame work until a official material is released

  4. 22 hours ago, Kloster said:

    Use the RQ3 sorcery rules? No, the RQG ones are far better (even if more complicated).

    Use the RQ3 restrictions? No, they don't apply because the rules are not the same.

    The restrictions are on the use and what is considered to be a perversion of power, and those do apply no matter the rule system.  

  5. 23 hours ago, Akhôrahil said:

    Seems likely, but we can dream.

    In all honesty after spending the last week going over all of the material that is available in the various supplements and online from official and semi-official sources, the only thing that is lacking are the actual writeups for the cults themselves with nifty spell descriptions and what not. I been putting these together for myself. They may be not 100% right, but "good enough for government work" as they say.

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  6. On 12/29/2020 at 1:35 PM, Kloster said:

    Completely true. A big part of the problems described in this thread are caused by the fact that RQG does not have equivalent rules (and that RQ3 restrictions don't apply because the game rules are not the same).

    The only reason these are not included are because we do not have the RQG full write up on these traditions. I am sure they are coming. For now just use the RQ3 rules. 

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  7. 48 minutes ago, soltakss said:

    You can lose some of the spells by removing Common Magic and losing the multiple uses of spells. I would suggest that most rune levels, in RQ2 certainly, reach CHA 21 fairly easily. Have three rune pools and you have 63 points, which fits your PC. So, use the two cults and have a third one for HeroQuesting, or for a SubCult or something similar, and it works.

    Just easier to ignore it.

  8. As currently written Martial Arts are pretty bland with it increasing damage of a natural weapon and doubling the damage which is stopped by a natural weapon. I think there should be more variation and there should be Martial Arts which effect weapons. Maybe something like this:

    Counterattack 

    Knowledge (00%)

    This special form of a Martial Art developed Abdamedric which allows the practitioner to turn a successful parry with a one handed sword into a strike. For this to occur the defender must achieve a higher level of success with his sword parry than the attacker with his weapon attack. In such a case the original attack is resolved as usual, but then the defender receives an additional attack at his Counterattack percentage.

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  9. Quote

    One form of draconic magic I have been advocating for decades is the manifestation of dreams. Not necessarily the core being of the dreamer, but some troubling aspect that needs to be dealt with.

    Dream Walking to mw seems like another version of Hero Questing where one may not be entering the God Plane, but a Mystic Plane. The difference being that the myths are not re-enacted, but the Walker would be attempting to channel the story to a particular path. Success takes the person down a familiar path and rewards, while a failure devolves into a Nightmare of unknown actions.

    Martial Arts is a good basis for Mysticism. Not really sure how it is to be reflected on the material plane and how it would play out against other forms of magic.

  10. We have always played that Protection, Shield and Woad offer actual armor points and a large enough Countermagic, like 8 would stop a Sunspear.

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    and hope that your supporters have enough Cloud Call to counter the opposing side's Cloud Clear.

    Yeah, that's not good enough. All it takes is a single Yelmalian to cast a Sunbright and Sunspear away.

  11. Trying to clarify something in regard to Matrix Creation Rune spell. The spell is cast by POW x5, then

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    Once used, the user must take the item back to the proper temple to be recharged with a successful Worship ceremony.

    So, if a Storm Bull initiate finds and uses a Speak with Birds matrix ... there is really no way for him to get it refilled, unless he can find someone with right Worship skill to take to a right shrine to do so.

  12. Quote

    IIRC there are at least 100+ deities, so there will be many that have not had full writeups previously (Sea and Lunar pantheons particularly).  But you cannot have a Darkness pantheon without Kyger Litor, so of course she will be there.

    I am thankful for the breadth of coverage, but at least for now will have to rely on what I can scavenge and fill in the gaps with I perceive it to be.

  13. Quote

    I have used Seseine, but only for NPC background. I don't have a cult written up.

    Not a PC cult for my world, but I like to have a one pager around to refer to when the players run into a worshiper

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    I think it will be included in Gods and Goddesses of Glorantha, due to come out next year.

    Very excited about that. I am hoping they include a lot of deities which we have not see full write ups for previously and as a personal request ... no more Kyger Litor!!!!

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    My guess is that Ikadz would be an allied cult, possibly Kjalk and maybe Nysalor/Gbjai.

    Yes, I can see these although I believe Nysalor/Gbjai does not grant anything and is allied to everyone, no matter if want it or not.

     

    I guess until that book comes out I will have to use what I came up with. Comments and advise are welcomed.

    Skills: Craft Courtisan, Human Lore, Cult Seseine Lore, Ceremony, Dance, Sing, Orate

    Cult Magic: Befuddle, False Healing, Invisibility, Glamour, Silence, Sleep, Vigor

    Divine Magic: All common, Chameleon, Charm, Erotocomatose Lucidity, Pregnancy.

    Associated Cults: Ikadz(Pain Blow), Krjalk (Conversion)

    Note: Seseine worshipers can use Summon and Command Cult spirit to summon and control a Succubi/Incubus.

     

    Charm

    1 point

    ranged, temporal, stackable, reusable

    By overcoming the targets magic points, this spell makes the target creature regard the caster as a friend. The spell does not make the target fall under complete control, but all requests will be viewed favorably (giving the caster a +100% to a proper Communication skill check). A caster may attempt to give the charmed person an order, by if the order goes against the target's nature another POW vs. POW check must be made. An order to commit suicide will be refused. An attack by the caster, or his allies on the charmed person breaks the spell.

    Each additional point stacked with this spell adds +5 to the caster’s effective POW during casting.

     

    Sadness

    1 point

    ranged, temporal, nonstackable, reusable

    By overcoming the targets magic points the caster causes the target to enter an emotional state of disassociation and not caring. While in this state the the target uses all skills at half ability and is more susceptible to suggestions (half the defensive ability vs. such attempts including half POW against Dominate type abilities and magics including Charm)

     

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  14. The RBM states that: 

    "Casting a Rune spell literally channels part of the power of a god into the world" ,  "As a result, there are almost always sensory manifestations with Rune magic." and "Spirit magic is the work of spirits and usually has a lesser sensory effect than Rune magic. Even so, it is noticeable when spirit magic has been cast"

    But there are spells the casting of which the caster may not want to be perceived by the target or others near by. Is there are way to mask spell casting? Lets say a bystander may know a spell was cast, but not who cast it?

    Does the target of a spell "know" that a spell has been cast at him? Even if it fails?

  15. Wow, what a find. I been looking for information on SESEINE, and this is feels like a treasure trove. 

    Would like to get some more info though. Has anyone done any more work up on this? Such as does Seseine have any allied cults? Any ideas as to the structure? It seems to me that it would a cult centered around a single priest or priestess, a coven(?) which may be in competition with even other covens in the same location.  How would a coven start? By summoning a Succubi/Incubi which can teach a Summon Seseine spell?

     

  16. On 12/24/2020 at 1:13 PM, Kloster said:

    In that case, I would say that if you cast, say, a Shield 2, known by Orlanth cult and powered by 2RP of the Orlanth Rune pool, and then the following round you cast a Shield 3, known through Storm Bull and powered by 3 RP taken from the SB Rune pool, yes you would gain a Shield 5. As a GM, I would accept it.

    I would only allow this if the spell was cast at the same time, even if it was the same spell with the same RP cult. 

  17. On 12/22/2020 at 10:35 AM, Kloster said:

    No, a Spirit Screen 4 does not take down anything, at least as we play it. Either no incompatible spell is in place and it takes effect, or an incompatible spell is in place, whether 1 or 1 gazillion point, and it automatically fails.

    Page 387 of RQG:

    Incompatible Spells

    Some spells cannot be cast on the same target. When a spell is cast on a target that already has an incompatible spell, then only the spell with the greatest magic point value takes effect. If both spells are of equal value, then the already-existing spell remains in effect.

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