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Shiningbrow

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Posts posted by Shiningbrow

  1. 19 hours ago, ChrisWentWhere said:

    I know there were lots of gaps left for us to fill in, and I have done (and will do), but I just wondered if anyone else ever got round to filling more of them in... I like to print off the map A1 size at a local print shop and if I can add more details it makes the whole thing more immersive.

    Just wondered what other people have done?

     

    You should grab Ian Thompson's RQG redux and HUUUUUGGGEE amount of additions of the various Pavis books from RQ's Strangers in Prax, etc.

    https://preview.drivethrurpg.com/en/product/430121/old-pavis-the-city-that-time-forgot-runequest

    https://preview.drivethrurpg.com/en/product/448641/pavis-county-beyond-secrets-of-the-borderlands-runequest

    https://preview.drivethrurpg.com/en/product/465145/old-pavis-ii-the-good-the-bad-the-rowdy-runequest

    • Like 1
  2. On 2/11/2024 at 7:08 PM, Geoff R Evil said:

    The net effect is that I undeath creatures will truly be scared by death rune cultists, rules don’t make this Humakt specific, it seems any death cultist has this ability reading the Bestiary, which is slightly strange but answers @soltakss question as to the source of Humakts ability…it’s not a Humakt ability, it’s an inherent power of the death rune.

    That would make the unlife of ZZ revenants (and zombies and skeletons) really difficult... They'd have a strong aversion to going into their sacred space (like temples). Or to their associate's temples (Stormbull).

     

    What I'm getting at is - I do think it more appropriate for it to be a Humakt thing, and not simply a 'death cult' thing.

    • Helpful 1
  3. 13 minutes ago, French Desperate WindChild said:

    because the last not known spells are "forbidden" for this character: For example a weirdos Orlanth adventurer who suffers acrophobia or swore to never fly years ago, will not learn how to fly, that doesn't mean he is not devotee to his god

    Ducks

     

    13 minutes ago, French Desperate WindChild said:

    2) to learn a special rune spell you must sacrifice 1 POW to your deity - even if the spell is 2RP 3RP: learning = 1RP)

    This makes sense.. because if you already have an adequate Rune pool, why would you need to sac 3 points for that spell, when all you're getting is the knowledge of casting the spell. (and learning a 2+ point spell on your first RP is just silly....)

  4. 16 hours ago, soltakss said:

    Divine Intervention might also be possible. If you have 10 POW and 8 Rune Points, and your Fetch has 15 POW, and you roll 32 on a Diving Intervention you lose all your Rune Points, all your POW except 1, all your Fetch's POW except 1 and then have to decide whether to lose your final point of POW or your Fetch loses its final point of POW.

    Interesting Point! (I'm taking the pun)

    So, would you rule that as a death, since the Fetch shouldn't be able to get to 0 without killing the other half? Or...????

  5. I just thought I'd add, on P256 of GtG, there's a pic of the Market in Nochet, with a description that specifically lists "exotic goods such as crystalized shards of gods’ blood" - so they're fairly readily available there.... but is that at the prices quoted above? Or higher (due to being a richer city)? Or lower (due to being more available)?

    • Like 1
  6. 2 hours ago, g33k said:

    TYVM @jajagappa!

    @anyone:  I'm not finding any really-great maps of this region to show my players.

    I've got a decent Choralinthor, but it doesn't even go up the fjords of Hendrikiland & Heortland to reach the major port cities.


    "Kethaela-scaled.jpg" aka "Kethaela -or- The Holy Country" (from the WellOfDaliath) is pretty good, but (a) lacks key landmarks (Durengard? Hello!!?!) and really doesn't extend far enough to the East (for my purposes).

     

    Ideally, I'd like
     - Durengard to Monkey Ruins along the North side of the map (more is welcome, but at least that much)
     - South far enough for the Troll Straits & God Forgot

    Do you mean other than The Guide pp 250+?? Or don't you have that? or do you mean more detailed?

  7. 12 hours ago, Akhôrahil said:

    The going rate for a point of POW is 200L. This can give you a 1d10 MP Matrix, which is only slightly weaker than a storing crystal of the same size. This would suggest 40L per point of MP in the crystal.

    This would lead to an obvious question - if that one point of POW gives the maximum casting of 10 points, would you have to pay only for the 1 POW (200L), or the 10MP storage (400L)?

  8. 9 hours ago, Squaredeal Sten said:

    Or more.  After all the crystals are gids' blood, and they aren't making any more.

    Though an enterprising person could prospect the spot where Harrek fought and killed Jar-Eel, just in case the line between superheroes and gods is blurred a little bit.

    Now when Argrath brings the Red Moo down, that would be a place to prospect.  

     

    But, we could say that about the bones of the gods as well, and they're still finding those...


    And, yes, you can actually get more... go to the Godtime!

    It's also said that some of the Earth Goddesses live in Esrolia. And, Thunderbrothers are still quite available. (has there been a discussion on the blood of lesser deities? Such as local river gods, or city gods?)

    • Helpful 1
  9. 48 minutes ago, Kloster said:

    RQ3 Tap spells could go to 0. At least, it is not written they are limited to 1.

    Actually...

     p51 of the Magic book does have in the middle of the second paragraph of the Tap (Characteristic) spells, "..., and no characteristic can be Tapped below one point." - as @PhilHibbs has said.

    But, personally, I can't see why not - especially for POW. But I can understand some of idea of not being able to completely tap out of existence...

    • Thanks 1
  10. Sorry, no definitive or official answer to this. However, previous discussions have said - based on RQ2 prices, and thus converting from those - that you'd be looking at 200-300/point for an 'ordinary' POWered crystal.

    I'd be inclined to making it a rising scale, rather than linear.  (not sure it should be exponential... that would be getting very steep - but, hey, maybe that's legit! An 8 point POW Enhancing maybe is worth 6400L)

     

    I'd also think that the price of 'dead' crystals should have a higher base rate, and then a lower per MP value - to reflect that even a 1 Point POW Storage crystal can hold a 20 POW point spirit.

    • Like 2
  11. 8 hours ago, PhilHibbs said:

    Looks like there isn't going to be an answer. I could say how it works in my Glorantha, but that's not what you want.

    True - although, TBH, that line was more directed towards Chaosium official staff.

    I am curious as to how others do it (if it's not handwaved).

  12. Just to throw a spanner into the works, in the Lightbringers book, it states that LM priests can actually teach any spirit magic spell they know...  although it's an explicit, and not a general, it would suggest that the spell teaching by cults is not done by summoning a cult spirit.

     

    21 hours ago, Akhôrahil said:

    Even if you don’t beat up the spirit any longer, it perhaps still needs to be summoned, which would explain a rule about non-Shaman priests only being able to teach Cult magic

    In one respect, yes. But, Initiates have access to the same spells, and thus should be able to Summon and Command to also learn those spells (and, for that matter, to put them into a binding!)

  13. 9 hours ago, PhilHibbs said:

    Tap can't take it below 1.

    Oh??? And what makes you say that? (other than, perhaps, Tap Body - but I don't read that as an absolute for all Tap spells - but only as a specific for that one. After all, Steal Breath doesn't have any such similar limitations)

    • Like 1
  14. 1 hour ago, Agentorange said:

    ah ! I should have guessed 👍 Over powered is a difficult thing to gauge sometimes. Imagine two spirit spells each costs 1 MP to cast the first one does 1d3 damage ( it's disruption 😁 ) but the second one does 1d6 damage. is the second one overpowered compared to the first one ? Clearly yes - double the damage for the same cost.

    But......suppose the 1st one a common one and can be obtained pretty much anywhere as indeed Disruption can be, but the second one involves a long and hazardous trek into Vulture country and the wastelands to seek out an obscure spirit in a cave  and that's the only place you can get it ? is it still overpowered. restrict further -the  mega disruption  only works on trolls, and only in the daylight I ( or should that be yelmlight ) still overpowered ?

    I've never had a problem with powerful magic....i just roll with the notion of there being a powerful price to pay for it.

     

    Yeah, we discussed those sort of factors. You can still see them in there 😄

  15. Given @Agentorange's post, I thought I'd bring back this topic that's been in my head for a few years.

    What's the actual goings-on for when cult Rune levels teach spirit magic?

    I ask because of the implications.

    When a shaman teaches it (I think... I'd like clarification on this), they call upon a particular spirit they know, who then teaches the student. If this is not how it works, then what's going on?

    When the Rune levels teach it....??? I don't think it's really like simply a knowledge or skill thing. They could simply Summon (and Command if necessary???) a cult spirit (however, if that's the case, why can only Rune levels do that, when any initiate automatically knows both spells, as they're both Common).

    If it is more like a skill, then what's preventing anyone from teaching it? (even if it needs to be done in a Sanctified area - because again, initiates have access to that as well).

    I am presuming that the god isn't actually having anything to do with it - gods don't use or deal with Spirit Magic.

    Another implication is - apparently, these Rune levels can teach any spell they know... so, it does appear to be more of a knowledge/skill thing, and again makes me question why only they can teach them.

    Similarly, I don't see why most spirit magic spells couldn't be taught by cult spirits, if they happen to know those spells (of course, this will more depend on how you see cult spirits - ancestors and prior initiates makes sense - elementals less so). (I'd presume that a Rune Lord (or priest, if so lucky) could teach any spell that their Allied Spirit knows as well... oddly enough!)

     

    I think I'm agreeing with @Agentorange that the obvious way may be the Spell Teaching rune spell... (and even shamans would need to use it... or something??)

     

    It seems to be yet another arbitrary rule...

     

    (and, please, no "Well, you can have your Glorantha how you want"... that's not an answer. Nor is anything that doesn't address the question, such as pointing to a rule on P xyz that only says what I've already written)

    • Like 3
  16. 7 hours ago, Agentorange said:

    This was one of the things that started  me mulling the whole thing over. I've got all the volumes in POD and i really like the notion of the cults - even the minor ones having a whole raft of spirit magic spells. Or to be more precise given what Ian has said allied spirits which give spirit magic like spell effects.

    There'd be even more variety of magic (even spirit magic) if I wasn't proofing it, and saying "OMGs, that's OP!!!" (because if you compare it to X and Y...) and "Nooo... don't try to create yet another magic system! It'll overload everyone's brains trying to remember the details" (like, POW in mins duration).

    (however, in saying that, I am eagerly awaiting the new Lunar Sorcery rules! I like the idea of being able to manipulate spirit magic, the way RQ3 had it! Although, realistically, that's just a variation on normal sorcery)

    He also said the abilities to have a spirit inhabit a body and give an effect was something he and Greg discussed - and decided was a good idea!

    • Like 1
  17. 4 hours ago, That_Old-Hammer said:

    I could see losing all of it's POW as resulting in destruction but as far as I know there's no way to steal someone's POW outside of maybe some Chaos features, or a thusfar unknown Vivamort Rune Spell.

    One simple one would be a Tap spell. It was in RQ3, and I don't see any reason why it wouldn't be feasible in RQG.

    Also, we could also add the possibility of some spirits having it as an ability.

    And, of course, the shaman could DI and lose all their POW.

     

    I could see some DMs allowing a resurrection without the Fetch - ie, their access to the spirit world cut off. (probably a great reason to set them off on a quest to get it working again - not a simple shamanic initiation).

    • Like 1
  18. I'd just like to add that there's two elements that should be taken into consideration here - Chaos (and maybe trolls), and magic.

    Chaos is incredibly frightening to mere mortal humans. Even a single broo can be terrifying to the average yokel.. So, solid militia training to not bolt in terror would be necessary. And with opponents dressed up as broo (and other horrors). Preferably a couple of times a season.

    Secondly, magic would be very significant - as Healing magic (even basic spells) means that drilling can be more realistic - there's not the need to hold back the way we would, and they can use fully sharpened weapons, knowing that anyone they hurt can be healed up again pretty quickly. How that affects the rate of training of the lesser militia - not sure! But it's definitely changing how we should view it.

     

    ETA - as an addendum, I think that healing magic should also affect the numbers of militia - as there's less worry about being maimed (or killed) in combat, so there should be a slightly higher rate of recruitment of green troops.

  19. On 2/2/2024 at 6:42 AM, Broadsmile said:

    1. Im sure it's more effective with registers and rule of law. But in absence of that it still seems a convenient enough theft prevention method. Albeit one with countermeasures (I mean the Eurumali would mess with them just for the thrill). The Orlanthi are already adept at recognising clan/cult marks. And the clans do launch legal challanges against each other so there is some sort of recognised common law even in abscence of a high-king or other central authority.  So you could probably get your cows back if you found them being sold at the nearby market town?

    But, if you catch up to the thieves while they're still on your lands, it's much harder for them to claim that they're just getting their cows back... As per the aforementioned cattle raid, you could negotiate the return of some of your cows - but if they were clearly stolen (brand identification), then you're not going to be able to make that case - and you get nothing, and no good reason to negotiate!

  20. 16 hours ago, David Scott said:

    (no mention of +1D6 damage and +10m range though) :

    It's unbelievable just how inept modern historians have become!

    Homer would never have overlooked this!

     

    "Achilles, vexed by Agamemnon's overweening attitude, told his men that they would be leaving the war, taking their trained warriors, all with Bladesharp to at least 5 points, and his personal SwordTrance. Odysseus, in an attempt to resolve the situation, cast Charisma and a quick CleverTongue he picked up from a certain Spell Trading he conducted some seasons ago".

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