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Godlearner

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Everything posted by Godlearner

  1. They wanted to lower their POW for better POW gain rolls and had not temples near by to sacrifice for rune magic.
  2. We consider it an enchantment.
  3. I think we are all familiar with this common spell, but what I would like to know if any one has additional or special rules for it? For example, we play that enemy cults cannot ask for Divine Intervention in a Sanctified area. And, since it is an enchantment, it can not be Dispelled, but we allow it to be taken down by another Sanctified spell if the Caster overcomes the amount of magic points sacrificed in the Sanctified area during the last Worship ceremony with his POW. In this case we allow this spell case to be cast as a Instant instead of Enchant.
  4. Use a similar thing in RQ, especially on a HeroQuest. You can defeat an encounter with a Weapon or Dance or an Orate. It just have to make sense.
  5. Borrowed this mechanic from another system. Have one person roll and the rest aid with a successful check. Each successful Aid gives +10% to the primary rollers skill. Works well for Scans and Searches, even Communication skill checks. In cases like Sneaking or Lores aiding may not be possible.
  6. As I have said in other threads, my beef with it is Free INT concept primarily. RQG version is more interesting and fits Glorantha better overall, but some of the mechanics .... well, don't get me started.
  7. Two things to get rid/change from RQ3 are Fatigue and Sorcery (RQG sorcery is slightly better IMO, but not by much)
  8. If you and your players have played with this system, its a good choice. I went with the rune pools, but discarded the holiday system of regaining points. Use 1 day of praying to regain 1 point. Makes a good balance, at leas tit does for us. Stick with one or the other. I use a simple 1 = 10 conversion Yeap, also kept spirit spells lasting 5 minutes instead of 2 as per RQG
  9. I would not disagree that in some places that certainly exists, but to me that seems like a plantation model of slavery which can only exist in cases where a particular high demand commodity, requiring a large labor pool, is present. In our history that would be sugar, cotton, tobacco or drugs. All of these require a whole sale demand in quantity which point to large scale commercial centers, that is cities (basic blocks of civilization). Once we start talking cities, we start talking bureaucracy, civil servant slaves. A pyramidal structure with Jann at the top.
  10. Although possible, I would argue against that. The Fonritans threw off the shackles of freedom imposed on them by the Malkioni and would be loath to maintain such an outdated concepts as casts (Yes, I know they divide their society by slave strata). IMO, sorcery for the Fonritans is another building block of civilization, like slavery. It is more than likely integrated into the civic/bureaucratic structure as opposed to religious one.
  11. Just change that to True Mace
  12. I just allow check and training to be done weekly.
  13. Hmm, wonder if I should dig up my old Hawkmoon supplements.
  14. Ok, so they can become Initiates and possibly Rune Lords, but not Priests or God-talkers with the Sorcerer casts performing that role? Is that close at all? Or do they 'worship' those spirits as way to access specific Runes and the rune magic they can sacrifice for are not cult specific, but rather rune specific?
  15. I am interested to see how Sorcery fits into this and does it mean that all Malkioni have access to at least some Rune spells?
  16. Call it the benefit of following the way of the Invisible God and aligning yourself with the Universe.
  17. Number of mastered runes/techniques seems like it should be a measure.
  18. Everything is relative of course, and if you can get a non-powered crystal then its a way to go, but if you can not and extraneous mps are pretty important if you planning to cast spells in any combat situation, you better have some. I would revise my statement to say it applies to martial and adventuring types of initiates.
  19. They would have to be edited. Just giving all initiate NPC a rune pool and runes will take care of some things, but you will now have to consider that they will all be a lot more willing to use Divine magic and the abilities that opens up for them. Remember that most will now have access to All common divine and at least one special divine spell.
  20. All you need is one who specializes in this one spell. Strength 25 (adding about 9 Free Int) for three hours or so to other sorcerers would not be unusual in that case.
  21. Sure, and expanded mind capacity can also be explained as training in Logic which sorcery requires and attuning oneself to the rune, especially Magic Rune.
  22. Basically what I am taking away from here is that every Initiate should have at least one magic point battery and in one in ten this is likely to be a non powered crystal.
  23. Nah, I got mine from @soltakss
  24. Crystals were common in RQ2 games, in RQ3 games they became very rare as characters found/created binding and magic point matrices. Any crystals found were given to allied spirits for additional magic points. Not sure if that was a rule or something we came up with in our games, but allied spirits could have bound spirits, so crystals were the way to go.
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