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Shiningbrow

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Everything posted by Shiningbrow

  1. E.g., long-lasting lighting, heating (or cooling). A merchant who can access a Preserve Item could make a killing with foodstuffs to distant (or not so) lands. Super fresh (and chilled) Apple Lane apples should sell awesomely in Nochet. (Add in a good spell for improving Bargain, and you're set for life) And I'm surprised that the Jonstown Library relies on anti-fire enchantments, rather than judicious use of Call Light, especially since the latter is of much higher quality (and luminescence) than torches or lanterns)... And doesn't smoke. (Although, obviously, you'd want anti-fire spells at the ready anyway). Which makes me wonder... Given that Issaries (in particular) has no issues with Sorcery, is there any reason a starting merchant couldn't start with a bit of sorcery? Transfer a Rune Point or 2 (or just sacrifice the POW) for the Runes and Techniques, and put a couple of 10/25% into spells.
  2. What was their starting value?
  3. ??? P389-390... Under the section Learning New Spells. As a rough guess, the same as researching a spell, as per above citation - 1D6 + Magic modifier. Your points about it being Dragon Pass oriented are quite valid, but that's sort of the point of the thread.. Many of the occupations would be the same regardless of the area you're in. Some would have minor adjustments. Would you think that an Aeolian sorcerer apprentice would have a somewhat different skill selection to a Zzaburi or Lunar apprentice? It ultimately comes down to - What basic skills would they need, and in what proportion?
  4. I'm not seeing a logical difference between the language and the culture here.... That's my point. Your argument should apply to both skills If, however, the Culture was by clan or tribe, rather than a Homeland, then it would make more sense.
  5. Just a thought... Mechanically, that'd be a Customs (Homeland) roll... Obviously. Make the roll and you're safe. Fail and you die! (ETA: which makes me think that the 25% base is far too low! By 20 years old or so, as our starting adventurers are), they should be as familiar with their local customs as with their local language, and so I'd suggest a base of 50%)
  6. Perhaps hospitality is only offered to those who follow the appropriate formalities? Much as many places expect.
  7. Sure (I'm not 100% familiar with all you write, but about 85%)... I started this thread because of the other one on the Aeolian sorcerer. Do you agree with @David Scott's interpretation above? I don't, because it would mean an apprentice sorcerer would be almost identical to the Philosopher, except for the income. As I mentioned above, I don't think the sorcerer needs 2 random lores and orate. I also disagree with the income and ransom... Should be much lower for an apprentice.
  8. After a couple of searches, it appears there's not been a full thread on what the sorcerer occupation should have (if it should even exist, versus the apprentice sorcerer). But what skills should they have? How many spells in the list? How many Runes and Techniques? I'd presume we'd have to start with the Philosopher, and start modifying that... Obviously, Read/Write is important... So 30% there. Philosophers are part-time sorcerers, yet get 1 spell at 20%, and 2 others at 10%. I'd suggest that the full sorcerer get either a 30% spell, or two 15%. Library Use is a definite... No Orate *though (Perhaps Irate :p) (*sorcerer-priests wound, though.. ) I'd probably also consider giving them Spirit Lore, as a Knowledge skill (or, at least, a Lore option for this). I believe some out there would suggest Alchemy as a staple for Gloranthan sorcerers, but that's not my vision. I'm keeping the 3 POW worth of Runes/Techniques, for "balance" (🤮) Any thoughts??
  9. Form/Set isn't really the best way to use offensive magics... But it's great for quickly putting up walls, or sculpting jewellery or armour.
  10. How about a 6 point Lightning spell?? 😛 Personally, I'd be inclined not to have it, without a *lot* of research and effort... however, summoning a Storm demon - no problem!
  11. Elric and Hawkmoon get off a boat in Choralinthor Bay, and through the help of Arioch (and the Runestaff) allow a portal to be opened (given Gloranthas much higher ambient magic, and a new 10,000 year Bright Empire is created.
  12. I suspect what will happen in (a,far off future that I'll probably not be around to see) are some rulings that actually don't make any sense, in an attempt to "balance" things (aka, not make things OP). For example, I note that a lot of the current LM spells are Passive and Ranged... Total Recall, SotLM, Logical Clarity... Yet Logician is Self and Active. (Perhaps it should only by Active when actually focussed on knowing something, or searching your mind for information). Even Enhance INT is Touch Passive. So... Why the need to make it Self???
  13. Yeah.... I get that!😂
  14. "Making it up"... But, RAW we're expected to! There's a full section on making your own spells..
  15. Nah! If you're looking to become a real hero, you'll do Heroquests, and get that limit changed. Either +INT, or +xDx of additional Runes/Techniques (along with +x Intensity). I also envisage having enchantments for Runes or Techniques. Sure, not currently RAW, but it's been clearly stated that what we've got is a pretty simplified version of the final,(which we won't likely see for a couple of years)
  16. Command Combine Stasis Movement
  17. I think the player should be considering what role they intend to have, especially if you're not going to be playing down south there... So, why has this Aeolian sorcerer come to wherever, and what are they hoping to achieve? That might influence spell selection. Which could be anything from RQ3 (or, really, anywhere, if you can make them fit). Are you going to make up a new sorcerer occupation? Because a Philosopher is only a part-time sorcerer... At the very least, I'd move some of those percentages around... High R/W, a couple of high percentage spells... I'd also probably dump the Orate and maybe the 30% Lore... (change it to a spell??)
  18. That sounds a bit Draconic to me...
  19. Not really. If they start as Philosopher of Aeoleanism, they'll already have 2 Runes and 1 Technique from Aeolian, plus another 1 Rune and 1 Technique from Philosopher... So, there's 5 gone at zero POW loss, out of a (probable) maximum of 10. I'm not sure what you mean by this... RAW, you can learn any Rune or Technique just by focussing on it (and then roll). Other than INT (and, technically, POW), there's no other limit. I'd suggest Man and Spirit.... Man could be used to get around oh so many things... (depending on GM)
  20. How about how one's enemies see said gods, such as on a HQ?
  21. Dolphin.... (or, is he therefore being Dolphin Lundgren? :D)
  22. That's why it should go on the ceiling... Of your bedroom! (With glow in the dark colours)
  23. I presume the music is played by the Flutes of Clearwine..
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