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JRE

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Everything posted by JRE

  1. I would say it depends on the particular worshipper, and Orlanth's role in the quest. So no general response. As for the LBQ, I think that if she was brought up an orlanthi, and if she really believes Etyries is a good daughter living up to dad, she could do well, as she probably knows what she has to do. A Heartland trader with no knowledge of the LBQ, not so well, but she may still handle the communication parts, and may well do it better than a Humakti, or an Ernaldan, or even a headstrong violent Orlanth Adventurous type. I would say Issaries role in the LBQ is finding the path, talking with people, not being killed, losing the path and then being confident when all goes sideways and finding it again. Etyries will be more suitable than Heler, or Elmal, or the guys mentioned above.
  2. “Three things for a Hero War: courage, desperation, and free men”. It is clear who I am partial to. But I agree the Royalists are suitably different from the Lunars to be a refreshing change as opponents. I would play that the Luathans are fed up and want someone to fulfill some prophecy or preset conditions so their watch is over and they can return home. Nobody knows this, so I would have the PCs being the first lucky / courageous enough to talk with them and discover the requirements. Which may well be (IMG) to find and deliver to them the original copy of The Abiding Book, which would be a very difficult choice for any Malkioni. Lots of fetching quests, like in a bad Computer RPG, but I am just thinking of the potential of the geomancy spell.
  3. I had forgotten about the spikes, but it fits very well with the theme. I would make the method different and suitable to who controls the area. I would add other teams, so the players will need to extract a few, but not all of them, using different methods. Diplomacy and swimming / dancing with Mermen, gifts of magic seeds for elves, and a magic trial and old-fashioned wrestling with beast men, for instance. And the actual extraction, also with different solutions, from a dwarven iron gobbler to an old middle sea empire automaton, or a team of giant serpents and an unbreakable rope... As long as the players have fun, there can be as many or as few spikes as desired, and the PCs may end up visiting all the Kanthor islands. A way to expand the quest all over the world, once they wake Seshna Likita, is for her to request they bring Herjan the Raider back, so he can atone for Froalar's death..
  4. That is one of the advantages of a bronze age. Bronze does not need much of that. You can cast a sword from molten bronze, sharpen it, and use it inmediately. All that tempering, annealing and hammering is for iron - steel, and that works differently in Glorantha. It will be convenient to slowly heat and cool a complex worked bronze object (or copper, or silver) to release stress in the shaping, but for simple shapes it will not be necessary. This toughness compared to the brittleness of iron is why cannons were preferntly made in bronze, which meant armies pillaged church bells, and after big battles the victors melted part of the seized cannons to build statues (often melted and recast as cannons a few years later). Some tubes went through many carriages and owners through the centuries, with different stamps and marks of ownership. I am sure that is also typical in Glorantha with many bronze objects that have been going through the ages. That is why this is for me a craftsman magic, forbidden to zzaburi, because at the end you are doing something permanent with your hands. And I make the effect permanent, if well crafted and it is a substance that keeps its shape. Forming a cloud to take the Death rune shape will slowly break up, depending on weather conditions once the duration is up. Or writing words on water. But for solid objects, it remains as you form it, unless recast or reFormed. The impact in the West is huge, as that means good craftsmen with experience with this magic can work much faster than in the Real World. I am sure theists (Gustbran) have crafting chants and helping magic, but I doubt it lets them take a bronze plow and get in a few minutes a dozen swords (though I would say that the form spell does not give enough control for hardening or shaping a fine edge, so they will still need sharpening. That also justifies why Third Eye Blue smiths use sorcery even where it is socially awkward. At the end, it is just imitating the Mostali, and we know they are the best craftspeople.
  5. The requisite for diamond status is that you crit all your rolls, so over 2000%. Add several hundred POW in enchantments, and probably all attributes enhanced over, unenchanted iron plate over iron chain, so -200% on magic cast on them, which as said above will not disturb much the guy with 2000% magic. Character creation breaks badly with people with centuries of experience. Another example are Sandy Petersen's Vadeli stats. Gross. As for skill increases, my game characters had sorcery attribute enhancements at quite high levels, so modifiers in the +30 to +35 for manipulation, a bit lower for agility, except the midget Eurmali.
  6. A trio of anarchists, and they really detested those money and time obligations, settling down, and honest work. An arkati exiled sorcerer, a Lunar apostate urban shaman and the charming Eurmali serial killer. Safelster to Kethaela, a short incursion to the Lunar Heartland as Dart warriors and a final stretch through Nochet, Refuge and the River of Cradles.
  7. I agree there is surely a link between the Serpent Beast Alliance and the Serpent kingdom, though the Serpent kings really pushed back the Pendali and other hsunchen. I do not see the dragon link, except really back into the Godtime, and the West has always been somehow Dragon empty. I wonder if it has something to do with Alakoring Dragonbreaker's success. Maybe if you kill a True Dragon, even its memory disappears. Or maybe Zzabur has a quite effective Command Dragon spell, and Dragons have kept a safe distance from Brithos since before Time. Another explanation where the Waertagi got their ships, why they are still friendly with the Brithini after the Closing and why nobody in Time has seen a Sea Dragon without Waertagi... In the breaking of the Moon, the help from the West, Ardinyar and the Storm Dragon, they did not really come from the West (considering the Crater), it was South West,. So not much Dragon energy in the West, in my opinion.
  8. I doubt we will get an official version of Fourth Age Glorantha, so it will be your choice. King of Sartar may not be true, or the disconnect may be temporary, like the Windstop or the Syndics Ban, broken by some heroes (PCs). Or it may become a conflict between sorcerers and animists, with central Glorantha devastated by the aftermath of the war (Magic Fallout). Or maybe all magic slowly fades away as the runes stop supplying power and the world becomes a round ball floating in space and the sun is now a ball of plasma really far away. The godless future is actively proposed by some Malkioni factions, and they will be working towards it. So that will affect the situation in Seshnela. If Brithini and their godless allies succeed, Rune magic could be weaker in the area, or have something like the death of Orlanth affecting more gods. Maybe they send spies and agents to Dragon Pass to learn how the Lunars killed Orlanth, trying to reproduce the effect at a larger scale. That objective could be enough to have brithini and vadeli working together, a frightening perspective. The New Hrestoli solution to the Kingdom of War may be of that kind, cutting the KoW access to their gods, but cutting off all access to beneficial gods as well, and it becomes a kind of nuclear solution used in the Hero Wars. If that effect cuts off also Joy and Solace, that means that the Hrestoli revelation is somehow divine, and that may well tear apart the whole New Hrestoli movement, as well as making the Fourth age bleaker. We have some guideposts, but the text is not written, so unlike Sartar in 1622, here you can influence the future, if you write something attractive and fun.
  9. Checking old files, some RQ3 characters in my extremely old campaign reached combat skills in the 200% range, by simple frequent experience use. But the players would never have voluntarily traveled to Dorastor. Just because you have a fighting chance does not mean you want to run terrible risks. The Coders were more up to their league, and they were scary by their flexibility and magic. They probably would be considered murder hobos now, and that also meant they were much weaker than an equivalent skills well integrated Rune level. No Rune magic, except the true murder hobo Eurmali killer. No iron equipment. No DI (a big disadvantage). As unaffiliated strangers, no "military equipment", such as heavy armor, shields or crossbows. It is fun to be the expendable troubleshooters, and they enjoyed travelling around and visiting the sights, but even with high skills Runequest is quite lethal without the safety net of DI, cultic Ressurrection and ransom. That meant most published scenarios were very playable with small adjustments, except for Dorastor... That probably would change in RQG, as the change to parry makes being outnumbered a small risk for people with 200% combat skills. As for HQ, standard responses would be covered by your cult lore, Worship now in RQG. But the well known path has normally a small reward, unless you go deeper and the strength of the opposition increases a lot. This is all my own take after many years. Taking the Hill of Gold well known quest. If you do it as a Yelmalian, the traditional way gives you a temporary boost to Endurance and reinforces your lack of fire powers. If you go deeper, it may well be difficult to survive, as the 90% Maul troll becomes a 200% Death Lord with full Rune magic package, but you may well get a permanent endurance or self healing effect, as well as probably being unable to even light a campfire. At the limit you could meet Zorak Zoran's avatar and you need really heroic abilities to avoid death, but you may well become immortal if you succeed. I would not make the player roll anything but combat and resistance rolls, as the quest is straightforward, and death does not mean you die, but will weaken you somehow in a MGF fashion. In the traditional way you cannot hurt the troll, so you are bound to be beaten, but you need to survive it. If you go off the traditional and try to actually beat the troll, then you may have to go against your training, and test other lores (we had Arkati lore as the tool to change the mythic path), or fail a loyalty Yelmalio, just to be able to try. And then you need to beat the above ZZ representative, and Orlanth earlier if you really want to have a chance against ZZ. But if you do it at the basic level, you can use fire magic for a season, at the second threshold you can do it indefinitely (till you do the quest "right"), and possibly get some kind of Yelm like Fire access in the third. Or a special power against ZZ or even trolls. Or with even better lore and possibly even some orlanthi lore, you could beat Orlanth, get his sandals of darkness and leave him for Zorak Zoran to maul, and now you get access to Darkwalk and trolls are suddenly stronger against orlanthi... (only at the highest immersion levels). Does it seem we winged it? Of course! But it gets much easier with practise, and in my experience players will quickly start proposing well thought out myths to reenact. It is better if it is the players proposing, and the GM highlighting what are the "basic" benefits, so they start considering whether to go deeper, or even to go astray, and not something coming from some musty mailing list or a fifty years old manuscript with coffee and beer stains. They are good as suggestions and pointers, but should not be a Holy Scripture.
  10. I am not sure it was their action as such, but I am sure it was their techniques, if you consider the God Learners building on Arkat's secrets, and everybody trying to exploit them bringing up the fall of the gods. Though I am sure that Brithos defeat / destruction will also cause some doomsday Zzabur's surprise to go off. And I hope we all agree Brithos has to go... Paraphrasing Gibson, the fall of the gods is already here, it is just unevenly distributed. That quote of Argrath and the Devil influenced a lot my Dumb theories musings.
  11. I think the thematic themes are first the unification of the mortal Malkioni, the conflict with the three "elder" Malkioni races, bunching the Waertagi with the Vadeli and the Brithini, and then their war moves East, with the East pushing back, both the Lunar empire in Fronela and the Lanksti in Ralios. The information we have shows the Wersterners beaten, but not necessarily out, and the Flood will hit them worse than Central Genertela. At this scale both Guilmarn and the Kingdom of War appear as sideshows, but I agree that the recovery of Seshnela and the unification of the West, a new attempt to reestablish a kingdom of logic, is the main western drive. However we may well have a hidden effect here. Organized magic and magical associations are western, and if Sartar can compete for years with the population of the Empire it needs an influx of competent magicians and people. Mularik is probably the first of many, and I am sure Westerners will associate the Red Moon with Gbaji, and join the war against the Lunars. We know of the Three kingdoms pressuring Arrolia. It would not be difficult to assume that they are also sending support and volunteers to Kethaela, and from there onwards against the Empire. It would be ironic if Ardinyar's victory in Ralios actually helps the Monster Empire by avoiding a new front through Dorastor, or more resources through Kethaela. We will probably have to wait and play it out, if we live so long... As for effect, we also have the Far East and Pamaltela, and that will absorb also a lot Western people. We still have the potential of Tolat's red sword, and the conflict with Waertagi and Vadeli will spill all over the world. And the poor elves. A plot years on the making and humans probably will restore the status quo in a few years, though that may be what pushes Nida in alliance with the Three Kingdoms.
  12. There are two main follow ups. One follows the Talar and the action will move to Fronela, while Seshnela consolidates and expands into New Seshnela / Tanisor. I do not know if Rokarism survives the Arkati heroquest attack as a major religion, or if the unified kingdoms return to some form of hrestolism. My own preference is for a shameless Seshnelan effort to return to the glory of the Middle Sea Empire, making them Old Hrestoli flavored, rejecting the Sharp Abiding Book for the full book. Not enough time to get the whole Godlearner set, as we have an appointment with destiny in a few years, but enough for renewed conflict with Safelster and the Arkati, and probably renewed difficulties with our dear friends the Brithini and the Vadeli. So action in Tanisor, conflicts with the increasing Arkati power, and some kind of significant change in Loskalm and up the Janube. The second one would be a Sea campaign, where characters either try to recreate the trade position of the Quinpolic league for the new kingdom, trying to recover the glories of the Middle Sea Empire, or just enjoy playing an exploration / piracy game. A good excuse to visit faraway places, meet interesting people, and kill them. A variant of this, that I call Tomb Raiders, is to use the experience gained in Seshnela and Slontos, and move to Jrustela, either as a Seshnelan colonization / exploitation effort, or as amateur archaeologists / pillagers. It would be a pity if no player character ever sees the wonder of the Curustus capstan or meets Timinits. Remember the Brithini prophecy: “Three things for a Hero War: courage, desperation, and free men”. Hrestoli Men of-all and Navigationalist fugitives seem the best choice here. And revenge is a strong motivator. Guilmarn and Theoblanc win in 1622-23. But I doubt they will make it into the 1630s.
  13. You could have a political / diplomatic game among the Great Houses of the Kingdom of New Seshnela, including closet heretics, forbidden magics, and inquisitors, but it looks quite hard to do right, and that is the kind of situation Hrestol and Prince Valiant want to leave behind. Not heroic enough. I see two connected quests, and two follow up series. The first one is to find the True Grail Serpent Crown of Seshnela. That would weaken the position of Guilmarn and Theoblanc, strengthen the faction that gets it, and open the door to the second stage. The search could be expanded by looking for the other original pieces of the regalia. That requires that the current “recreated” set is fake, which I fully support. The second stage, or the main objective for many, is recreating Seshnela, which requires getting the support of Seshna Likita, dealing somehow with the Luatha, and either physically or spiritually joining the broken pieces of Old Seshnela. All kind of characters could be behind one or both quests, so it is open to Rokari traditionalists, Castle Coast Old Hrestoli, Navigationalist fugitives, Pithdarian closet hrestoli, arkati or henotheists from Safelster, or trader princes from Maniria. Even a wolf pirate or an Arolanit exile could fit. Join exciting adventures among the ruins of Old Seshnela and Slontos, meeting all kinds of Elder races, Middle Sea Empire remnants and playing hide and seek with the Luatha. Horrors from the past, robots, dinosaurs, exotic attractive partners, marriage proposals… The challenges could be spiritual, physical, or moral, and will see also the return of the Vadeli and the Brithini. Poor player characters, great villains, and it will be difficult to decide who is the lesser of the two evils. And on the side the political campaign in New Seshnela mentioned above that could be taken in small doses. To avoid the rootless adventurer syndrome, Old Seshnela could become the new frontier, with refugees from Nolos, Rokari fugitives from the inquisition, and other assorted heretics setting up new strongholds, specially once the players get the support of Seshna and possibly reach an accommodation with the Luatha. The chosen Talar could play a role like Argrath. Many people have proposed Aamor as a candidate, supposing he survives finding Brithos. He could well be the sponsor of the PCs in their activities in Old Seshnela. Mulliam of Nolos or Porfain of Pasos, if they survive, or other refugees of their families could be good patrons as well. Recreating Old Seshnela and getting the crown would open the way for rulership of Seshnela, and kicking out Guilmarn and his cronies would add Tanisor. The next arc will see the aftermath of Loskalm’s War on War and the strength of the West focused on Fronela, ideally ending with the three kingdoms joined together. Depending on any potential civil war in Tanisor, and the powers of the true regalia, consolidating Fronela may take place before or after Tanisor. I would not make one of the players the Talar, as he is bound to be tightly bound to the official timeline, like Argrath, including several recorded defeats, though he could well survive both crises. At that point Western characters should be invested in Central Genertela through both Maniria-Kethaela and the Janube river. Another event that should remain on the background is the Elven reforestation, but it can provide a lot of traction in sunken Slontos and Maniria.
  14. In the interesting Western Hero Wars Status Quo thread there was a discussion on the themes of a Seshnela game in the opening years of the Hero Wars. However, few actual game possibilities were discussed, besides the Star Wars rebels / join the evil empire campaign or the fate of the Navigationalist refugees, spreading all over the coasts. Jeff opened the challenge on returning to Greg Stafford’s initial inspiration, Prince Valiant, but nobody was willing to try. Although my main interest is further East, New Seshnela and the Malkioni interest me since the 90s, so I will present some ideas for the period 1625-1630. I will break into several pieces, so it is easier to reply than a long essay. I hope this will not be too long. As a campaign arc, the main event in this period is New Seshnela invading Safelster following its victory over Nolos and Pasos, and being pushed back, supposedly by the return of several Archons / Arkats and I suppose shattering the huge personal power of Theoblanc. In the background there will be the first movements of a rulership challenge that will end up with an unknown Talar ruling three Western kingdoms. Although it seems many people expect them to be Loskalm, Seshnela and Safelster, the fact that he invades Safelster makes me think that it is not one of the kingdoms. So, I propose the three kingdoms are Loskalm, Seshnela and Tanisor. We also have the Brithini return, the elven reforestation, and the complex dynamics of Brithini, Vadeli, Waertagi and the Wolf pirates. In a similar way to Dragon Pass, most players will be expected to represent the resistance against the Evil Empire, while a few will be running a kind of First Order game, with inquisitorial watchers and iron-plated Stormtroopers. But that will happen in Safelster, so it is not our main interest here. Going to Fronela as wannabe crusaders against War could be fun, but it is not Seshnela.
  15. I cannot say how Godunya turned into the official Dragon rune (and most people still call it the Godunya rune), but all holders seem to be in the far east. I have a nagging feeling that 30 years ago there was a different Dragon rune but I cannot find it anywhere. So I would use the Dragonewt rune as a sign it is a stunted draconic path, and in that case, as you say, there is no need to penalize users as they will not become a Dragon when they reach 100%. Anyway, true dragon mystics also need to get the Infinite rune, so there is something else involved besides long meditation. Or the true Dragon rune is Infinite, and the others are just different ways to approach it. I like the different ways, and as I currently play in the second age, it may be quite useful, which is why I commented. The campaign probably will move to Pavis from Kethaela. Another front in the EWF - Middle Seas Empire conflict. One of the players is a jrusteli that just got illuminated in an Orlanthi heroquest, as Orlanth Dragonfriend cultists interfered with a traditionalist quest that he was attending as Issaries silvertongue (his cover among the barbarians).
  16. I considered the Form / Set (shortened to Form X) spells easy, but the discussion with my player has been enlightening, as it has improved the details. I did not specify that it affects 1 SIZ of material per strength point, except any substance not solid or liquid, where it affects 3 cubic meters per 4 points of strength, as SIZ makes no sense. Fire and darkness are substances of that kind in Glorantha, and we were not sure where to place smoke, so it is a special case that requires Air and Fire, while Clouds in our Glorantha require only Air. The material cannot move, so you need to shape it by hand, except the non-solids which you can shape in place just with your mind. Animating would be a different spell, incorporating Movement rune and probably more specific (Animate Bronze Statue, or Animate Water Fountain), in exchange affecting more SIZ with less strength (possibly 3 SIZ/strength), and including movement (1 meter/ strength). Those could be used offensively if enough movement is put in. That would allow animating (slowly) a bronze statue of SIZ 10 with Strength 10, and with strength 14 you could move it 4 m per round. Now I consider these spells are not in Zzabur's Blue Book, but in the Brown Book, as using these spells properly is a caste crime for a zzaburi. Dronali are allowed to use them, and I suspect they were originally stolen / copied from the Mostali and then researched further by Hrestoli Men-of-All, who spread them among Dronali in the first age. The Abiding Book includes those typically in use at the beginning of the second age, which is how the character learned it. The God Learners did not limit that much their use, as part of their global quest for knowledge, but the successor states limit them, when they think about them, once again to the Dronali. To use them to build something that stays strong when the magic expires requires an appropriate lore or craft, or it will break or fall apart when the Duration ends. Most Dronali use only as much Duration is needed for the project at hand, as the object should work unenchanted, but that makes them still probably the fastest crafters in Glorantha, though not necessarily the better, as the reliance in magic may weaken other techniques. Guilds guard the spells jealously, and even the Rokari watchers know better than interfering with the artisans. Normally only Dronali, or aspiring Men-of-all completing the Dronal requirements will use them, though some variants (Form Fire, Form Cloud, Form Water...) are used by zzaburi as decoration, signals, or intimidation, and justified as mastering the associated element, rather than a craft. Form Earth probably lies in between, a sign of magical mastery, but also of practical use, so I expect long debates on whether it is allowed or not for Zzaburi among the Rokari. Long standing guilds will have highly enchanted matrixes for special projects, such as shaping tree trunks for masts, or fitting large blocks of stone. They are secret, as their value is huge. They could be invaluable in a siege, both for defence and attack. Quite a long discussion for the spell I thought was done with.
  17. I agree the masteries are the natural ones, that is why I was thinking that they would have to redistribute masteries. However your idea would mean using the Magic Rune as sorcerers use the Command technique (assuming most PC sorcerers will be good Malkioni and shun Tap), as giving familiarity with all runes. It is great! Certainly that is how we will do it now, at least for the period till we get an official Chaosium expansion. I also agree that sorcerers need tons of magic points, but the Enhance POW will be mainly for POW vs POW rolls. And your Magic rune idea means that almost all sorcerers with Summon and Magic could will learn it.
  18. I added the characteristic sacrifice both as a continuity for existing characters and because I like sorcerers deliberately putting something of themselves in their familiars, and getting weaker in the proccess. Because in the case of sorcery there is no god or spirit pool providing the ally, it is a part of you, a personal connection. The sacrifice decreases species maximum, because otherwise it is not really a sacrifice, specially for POW. And CHA may be the dump stat for the recluse zzabur in his tower, who is almost forbidden interaction with other human beings by his caste restrictions and his talar. It quickly becomes a vicious circle... I also consider it necessary to allow for the animated objects that appear in previous editions and even some sources. So you can go with an animal familiar and sacrifice only a single point of whatever you less want or you can get an animated object and pour whatever of you you can afford. There could well be multipliers (1 player characteristic point would buy 1 INT or POW, but it could add 1D6 SIZ or STR), but I am not thinking at this level yet. That is also my rationale why you can use the Familiar POW to defend, as it is really you. You can sacrifice more characteristics help it start with a higher POW or even INT, and in the same way, by simple symmetry, that also increases its species maximum, though in the case of objects it may well be increasing from 0 to 1. On top of that I expect they will use sorcery enhancements, though that may well be complicated by rune mastery. Should an Enhance POW spell exist? I would say yes, but that means it requires Moon rune, a rune you cannot simply get through familiarity. For s normal sorcerer that means taking Mastery on a rune you will only use for one (very useful) spell. I would also rule that it is not in The Abiding Book or other Malkioni grimoires, except in some Arkati schools. That may well bring a revolution with the Arrolians and Carmanians spreading Moon rune spells, as I am sure at least the Loskalmi will embrace them eagerly. Aligned with this, after the discussions in this thread, even it is mostly arguments with myself, IMG Magi do not have the INT limit to number of masteries, but will be expected to emulate Zzabur and master them all... Godlearner proposal of using the Magic rune as a replacement for other runes is interesting, but needs some kind of limit, as only a few spells have more than one rune. A possibility, to differentiate schools, could determine it by school, so an Aeolian can use Magic for Air and Movement, while a Black Arkati can use it for Darkness and Death. A Lunar Cyclic mage would get Moon and her choice, Death or Life. I would prefer not to replace more than two runes, as it would make rune mastery less critical, and for balance reasons an element and a power. I would also allow this replacement at the Sorcerer / Adept level, not earlier, though that may well require a rearrangement of rune masteries when you reach that point.
  19. The last spell missing to convert is Form / Set Wood, which is actually quite easy, Command Plant. I would make the Form Spells usable as similar spells, as the other Commands, as long as the rune fits. So gold and fire are similar, or leather, bone and meat. Magus is still far, but I like the idea a Magus no longer has INT limitations to the number of runes and techniques mastered. Godlearner points for familiars are good, but I still would like to have the option to strengthen the familiar by sacrificing characteristic points. I proposed to decrease species maximum, as otherwise it is not much of a sacrifice. As no sorcerer will sacrifice INT or POW, it requires that you sacrifice different characteristics than those. Typical sacrifices will be SIZ and CHA, and that brings us the hunchbacked ugly warlocks of myth. Shamans already have taboos, so sorcerers need something different.
  20. If I remember right, Ralzakark was killed by Oddi with the Ironbreaker Sword of the Bilini, that you can order to kill anyone, but that will also cost you your life. Ralzakark came back. Oddi did not. Getting such a weapon would be an example of heroquest. You can have mundane or mythical heroquests, but achieving them is the mark of a hero.
  21. Going further down Magasta's pool, a group of 20 motivated sorcerers could do their own "Calming of the waters". Enchant a matrix with Calm Waters 50 and Range 30, an investment of "only" 80 POW, 4 each, add yourself the Duration you wish. No need to make it very long as it will probably be dispelled through heroquest and not normal RQ mechanics, though it is possible the Waertagi have Neutralize magic 100 matrixes in their ships just for these situations. I can see the Vadeli doing this as a kind of protection scam, of just because it would be fun.
  22. How I would do it, if I needed to, though we never had the need. This is not a chance encounter, it must be something deliberate. The Gloranthan solution of course involves heroquests. The players must research or improvise them, depending on the game's style. I would require at least three, one to weaken the monster, one to turn a character into a temporary monster killer, and a third one to make sure the monster will be when and where you want it. Depending on the monster a fourth one to make it stay in hell or wherever you sent it would be necessary after you send it there. After the quests you still need to do the deed in Time, which would require the other characters and usually a host of cannon fodder to take the primed character to the monster and use whatever power I gave them (all hits are criticals, or ignore its armor, or immunity to its magic... it would depend on the monster, but also on the shared design quest). Who will be the hero has to be decided before even the quests start, so the character still needs to do her part well, and probably roll well, or have some people sacrifice themselves to hava another roll. The kind of show where several Divine Interventions will be planned in advance, and some characters need a year to recover magic and POW. Jar Eel probably would do it in the same way, but she can set up the quests in three weeks rather than three seasons and the Sacred Time. Harrek would just go, and the smart monsters would not be there when he arrives, so he is good for the dumb ones. Or you could convince someone and send a three mile long iron bolt, or a chunk of the moon, or the mother of all Sunspears. But you still need to make sure the monster is there, and that it is not coming back... Not all violence needs to be yours.
  23. I did not see duration that way, as MP only changes +1/+2, each double, and that is how it works up to 20, but in any case 8 years for a typical game is like eternity. Range, if the formula keeps applying will be 165 km at 21, 265 at 22, 430 at 23, 695 (700) at 24, and 1135 at 25. That allows you to have the coolest lighthouse or your own ice age at a cheap level. Well, I liked it when I read it, but even cutting down the effect in base 4 and limiting Free Int, it is open to exploitation. And not so fun for players, except the kind that has an excel file with the MP distribution and the crisis, season and year spell casting cycle.
  24. Free Int is so powerful that allowing anything over 25 starts to break the world, as you get duration in centuries and range over a thousand kilometers. So actually doing some numbers, I think any increase in Free Int should be reserved for Caste benefits, and we need a different mechanical effect if I want sorcerers to use grimoires. As we work to convert spells, our impression is that Sorcery is less broken than RQ3, if only by taking out the general multispell and adding the multispell effects in the spell descriptions, but some spells are already broken in the rulebook (Steal breath, for instance), and the invitation to make your own spells is a pandora box. It will be compoundedd, but I will do it anyway we add the compulsory but not present in the rulebook Project Sight or Remote viewing, the spell all sorcerers that read the rules want to have, though a Farsight spell could do well enough. My design of Remote viewing (Summon Truth Movement, though I could accept Combine Truth Movment), similarly to other spells, would move at 12 m/round, but I would have each 4 points of Intensity add 12 m to speed, just because it is no fun to have the sorcerer spend an hour to move the viewer to wherever it needs to be when they have Range and Duration to spare. No fun. It can de detected and countermeasures would be effective, but usually you can put enough range (counted from where the sorcerer is standing). A potential limitation could be that the viewer does not fly but moves as the sorcerer, but besides making islands surprising anti magic fortresses, what happens if the sorcerer actually can fly?. Flying viewers adds the Predator drone remote attack to Glorantha, but I fear it corresponds to what the Glorantha myths and stories tell us. Crystal ball or mirror a must. The character I am converting is peaceful and detests violence, so he uses Palsy a lot, I suppose that as most RQ3 and derivatives sorcerers, as well as Command Human and defensive spells, healing and utility spells. He however has fire bolt for magic duels and undead clean-up. It will be a modified finger of flame that is instant rather than having a duration, but starts at 1d6 at strength 1. Strength 13 allows either a 4d6 bolt of fire or 2 3d6 ones, 3 2d6, or 4 1d6. Hit by DEXx5, can be dodged or parried by a shield if aware of the attack. All bolts go to the same target, but it makes dodging or parrying harder. Still working on Palsy. The doubt is whether to keep Strength against hit points in the location as in the past, or to add some full body palsy effect. Lacking multispell really decreases the effectiveness of the spell, but it was too powerful anyway. Still working on the Runes. Command Human is too similar to, obviously, Command Human. Separate Human Life requires a less useful technique and three components seem too much for a simple spell. Summon Stasis is my current favorite and adds the possibility it could function on anything, even undead or constructs, as a compensation for decreased efficiency and that you need to succeed in two tests, POW vs POW and Strength vs HP. The player has the Movement rune, so even if the MP cost is high, at least it does not change too much the player concept.
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