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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. You can manage your hostage gently pretty sure that a devoted clan will bring back the allied spirit (same Panthéon of course I agree) without any ransom (expecting or not some benefit from the god itself ) a less devoted clan will respectfully ransom the spirit. Maybe the priest will spend a lot of time with it and a shameful clan (or a clan with another pantheon) will just consider it as any other hostage for the ransom level I would ask for the noble ransom at least. The spirit is sent by a god after all
  2. and fully consistent with their role : to stand and protect, never flee, never fall they should not be conqueror but defender, the last light, the resistance center
  3. with the godlearners, lost until some fool will find/recreate them 😛 following the path you open with this thread, we are always talking about shaman (-priest) with a cult / spiritual role for a community. but sometimes, in particular among pc, shaman may have no community to manage/lead. For example Enkala in the white bull campaign. She is a shaman, ok she is building the white bull spirit cult however she has not really any community to take care of. So my question, now we now a shaman may have allied spirit (or more) if good reason... What does the 90% time requirement for a shaman ? Is it the time dedicated to the community (then you cannot spent more than 10% in adventure (except if it is for your community spirit health) ? or is it time dedicated to spirit deals (then you can do what you want as a shaman, as long as you visit spirits)
  4. they shoot to 70 meters, and they hit the target center ( 10 points = 12cm ) very often. The 70meters is the distance for the show ( a high score is needed, the wahou effect), it is not a capacity limit. 20seconds max for each arrow, to hit 12cm at 70m. But the time is to target these 12cm, not just to shoot the 1,2m target. When I used bow, (as a hobby, absolutly not as a champion), I needed only few seconds to shoot (ok my skill was between 25 and 30% 😛 ) then more to concentrate again myself (time to see if I touched and enjoyed the yellow, the red,... the white... or where is this f@@@ arrow ?) but good warriors don't need this "hobby time" , the only thing they see is if they killed the ennemy or not how many seconds are needed to hit a full body (1,6m x 1m) for these guys at 200m ? but I agree for those who wants more simulation, some adding rules about targeting a specific part of a body, what about armor, what about distance and dammage / accuracy / movement / armor etc.. may be created . Same with closed weapons by the way. the big issue, for me, is the pleasure of the players. If you give too many penalties , if they can hit only 1 time every 5 fights (and after the hit, there is the armor... so how many HP damage they really do), wich is probably the IRL case, will they be happy to play a bowman or a slinger ? So I prefer to follow the rules as is. I will add some house rules for tournament (you need to be the best, not to kill the guy before round 3) or very specific action (Want to hit the eye, etc...), but for a fight, I follow the rules not because they modelize real life, but because they give opportunities to succeed when real life does'nt. but that is my taste, and other players and gm would be happy to have less success.
  5. differents option to have sorcery (with or without sorcerer) among a gang a customer relationship: the sorcerer gives spells , buffs, etc in exchange of what can provide a gang a so ambitious LM, not part of the gang, more a customer. "Bring me scrolls, artifacts, etc..." (even from LM rivals, why not) a zzaburi who needs protection for her little sect. Her people are too weak / too poor to be able to manage their security themselves. a poor exploited sorcerer (poor customer...) if he doesnt cast what the gang requests, the gang will be ... angry a leadership relationship: the sorcerer has some power (hierarchic, manipulation...) a lunar agitator who was sent to bring little chaos. Manipulation or not, some gangs will work for her and obtain spell effects to help the work a little villain who uses sorcery to lead few thugs a big villain who manage a secret society, gathering other sorcerers, thieves, assassins, etc... a bad sorcerer, who works in a gang, as any other member, obey, apply in exchange of any benefits a member may obtain
  6. From my perspective, with my too few knowledge, i cannot imagine an allied spirit as a part of the character soul It is an ally, you don't ally with yourself it is sent by a god from the godtime, not from you it can go and break the alliance, leaving you as you were before the alliance. You still are yourself
  7. for me not it is the standard (p356) the specific ability I see is materialize fetch (is it what you mean ?) but that is not to cast spells, that is to have a "physical" fetch (if not, I don't understand the bestiary reference ) I may have misunderstood however what is this ability
  8. I see priest-shaman as one occupation (90%) : your activity is to be the spiritual guide. That's fit because the entity you worship is both the shaman's entity and the divine source of your priesthood magic. Of course if you are shaman of KL you must be priest of KL, not of AA.
  9. I started to think about this point because you : the true question is, what difference it makes to have POW + POW or not. So I compare a shaman (with the "old fashion" rule you follow, no offense, I do the same) with priest and other rune level. Just to see if the POW + POW is not in fact, something to align shaman pc with priest pc (balance perspective). I m not sure it changes a lot. What I anticipate is that without POW +POW, a new shaman is weaker in some point (depending on your split choice) than what she was before she had a fetch. In this case it is the only "upgrade path" giving such a loss. When you become priest, runelord, etc.. you lose a little bit of freedom, but no % anywhere And it is long to compensate the loss. With the "POW + POW", the shaman has the same % to cast a spell than previously, the same skill bonus, etc.. and it is just a progression I m not sure, but I believe Scotty already answered (the well ? q&a ? ) once priest, you stay a priest, even if your POW is lower than 18
  10. oh I was looking for a generic ability (for all shaman) but yes that is a great ability if you choose it. however there is a cost, and having a lot of points(to allow a "fast" evolution) gives a lot of penalties (taboos or characteristic sacrifice)
  11. true during fight or important action for the group. But you may hope your player to find a way, for example trying to challenge a weak spirit (1d6 pow, ...) maybe summon the same while it is a challenge, once known. In case of danger, the fetch will save her
  12. which is some "standard", no ? I mean as a shaman I would play my fetch to work with me, even in fight, except when I fear it will be destroyed ? my point is if you start at 19/1 and want to become a full shaman (aka "spirit manager" too), you need to have your fetch with high POW. this progression is the lowest, if you compare with other shamans (cases 1 or 2): (i have added your +1 but I'm not sure, don't find the reference, anyway it doesn't change the process) case 1 start 1/19 -> 19/19 = ~51 seasons case 3 start 19/1 -> 19/19 = 180 seasons Without a strong fetch, you are only a strong caster , but you cannot come with your heal spirits, shadow, salamander, and, just in case of, 10 sylphs to flee with your group (ok you need more than 19 fetch-pow to brin all these spirits 😛 )
  13. another perspective, I just have (before it i was on the "POW is always added" is too much) my question, as I see shaman at the same level than priest or runelord. If there is not the "POW + POW always rule" will our new shaman be as powerful as a new rune master ? If there is the "POW + POW always rule" will our new shaman be more powerful than a new rune master ? I really don't know from a roleplay perspective, fetch is just part of the character, not another one, not an allied spirit, the shaman herself. from a gameplay perspective, a shaman is a magician. she must succeed often to cast spell. she must have a great POW and sje must have spirits so let's start with a new shaman with 20 POW she split her pow between her mundane part (the character POW) and her fetch let follow 3 options case 1: "mundane" POW : 1 / fetch POW : 19 case 2: "mundane" POW : 10 / fetch POW : 10 case 3: "mundane" POW : 19 / fetch POW : 1 now, for the player what happens if there is no "POW +POW always" rule case 1: 5% to cast a spell for the shaman ? ... so only the fetch can cast a spell, no difference between be a shaman, and not be a shaman. You have spirits, you are a "spirits manager", but you are not a caster (well you may have one or two good spirits able to cast one specific spell or two, but I would prefer to obtain spirits with specific abilities more than spell casting, question of choice). And this for a long time, until the shaman "mundane" POW become 12-14 % (2 years if you are able to get a pow check every season ?) So a lot of scenarios where you are not so usefull than the background may say. case 2: the shaman can cast two spells (shaman + fetch) at 50%. Is it better than be able to cast one spell at 95% ? It depends. she has not a lot of good spirits, only one or two useful spirits (only 10POW, remember). she may be considered as useful, but is she more useful than a priest or a runelord ? So the shaman is a moderate spell caster (less than a priest /runelord) and a moderate spirit manager. She needs time (2 years ?) to become a powerful spell caster (mundane POW at 18+) OR a powerful spirit manager (fetch POW at 18+). Becoming powerful in both "careers" will take time too case 3 : the shaman can cast one spell (shaman herself) at 95%. she knows a lot of spells (or spells with high magnitude) as she has her CHA + her fetch's CHA pool. However she cannot bind any spirit (1 POW ....) this shaman is then a powerful spell caster but a ridiculous "spirit manager". And the bad thing is... how much time you need to gain 10 POW (for your fetch) when you have 20 mundane POW ...So case 3 shaman is powerful but very limited in term of evolution Of course cases 1 2 and 3 have all the two big advantages of the shaman : - spirit combat (where the "POW + POW in spirit combat only" applies, as the additional damage bonus - specific ability these two big advantages (at the beginning of the career) are about in the same range than getting an allied spirit and some gear from the temple. so I don't know, without POW+POW, it seems to me that a shaman (cases 1 and 2) is less powerful than a "divine" rune master. Case 3 is special, because the progression is too hard. What do you mean ?
  14. I prefer to let the players build their story, and I hope, as a player, that my gm will let me build my own story. Player, individually, may choose to follow the core book process or not. facing this kind of "difficulty" I would accept it However ... o scenario dedicated to this player. There are other players who could propose some hook, these players will be favoured by themselves. Favour is not giving bonus or gear or anything. Just there will be one or several scenario where the pc is the center of the story. If no players want to play something focused on their own characters, no problem, they will enjoy (maybe not with the same intensity however, at least for me) with more "basic" stories. Stories where they will not be heroes, but just the main actors. No heroism without tragedy, but there are roles for just commoners 🙂
  15. Would say skill bonus ? I don’t use the fetch pow to determine the skill bonus ( may I be wrong ? ) so having -10% or -20% (difference if you were pow 20) in a lot of skills is a big issue
  16. Am I wrong when I say Arkat was a « full » human and became a « full uzuz » once adopted by KL ?
  17. Simon's work is great, I never said anything else. And I don't say "don't buy JC book" What I say is JC cannot (for me) replace chaosium publication. Sometimes Jc proposes some background, scenario, characters or even new spells. No issue, I pick or not depending on my taste. Sometimes JC tries to fill some void (heroquest rules for example) and it is good, but it remains a potential risk of contradiction with further chaosium product. That is the difference for me between JC and chaosium. JC may be contradicted by chaosium or other JC stuff.
  18. I m like @Jose. I don't know if it is for the same reason but, for me, there is a big difference : JC production may not be aligned with the existing and next productions of chaosium. There are house rules, there are house settings, etc... This house stuff may be good, very good, excellent, but it may diverge from the "sacred books". There is no "validation". When I buy some chaosium stuff, I expect it is aligned with all chaosium stuff. When I buy JC stuff, I hope to know what is aligned, what is not, and be able to decide when I diverge my own glorantha
  19. about the lore, an easy way is to propose players to play young before initiation. They are like their characters: they know what their parents/clan (you-gm) teached them
  20. remember pression ins not only fron the clan ring but parents, bloodline, priests may have interest too pretty sure that a stick picker parent may have some plan too. The power balance would probably be a little bit different but anyone could have ambition, and some would like to "use" their children to get advantage
  21. Hello all I want to build a little background in Oraya ( around Kallyr rebellion) my main focus is an old noble family. The clan was never a great clan, only client of more powerful clans. The clan is on a downward path and will probably disappear in the next years there are 5 characters The father, ~45 years old, is the leader of his clan. He worships Yelm The mother, ~ 40 years old, came from another noble family of course. She is a very (yelmic) good wife. She always agrees her husband, etc... The first good son, ~25 years old. A promising warrior, able to restore the clan name. The only issue.. He is dead. The second son, ~18 years old. A Polaris initiate and officer (the lower level) in the provincial army. Not really at the good position, in the good time. Too peaceful but duty is duty The daughter, ~16 years old, not yet initiate. An artist, she loves the forge (she create smart mechanism and beautiful little shapes) the parent are very conservative, the yelm way, the children would appreciate some "freedom" , the lunar way Now my questions the clan / family. 1) Is there a difference between a clan and a family in dara happan society ? I mean are people working for the noble family (merchant, tenant, ...) considered as part of the clan ? Or the relationship is different ? 2) Where does the family live ? I know we are in a very urbanized society but should nobles live in palace inside the city or do they live in some manor in rural area ? What could be a city palace / manor for this family ? lot of slaves ? lot of rooms ? garden inside high walls ? like a roman villa ? shorter than that ? 3) What sonority should I use to create a family name / firstnames ? I know EelAriash as a family name, of course I don't want this one but is there any guideline, like firstnames list in dragon pass in the core rules book ? I have in mind that lunar firstnames are more or less "latin" however I have no source for that.. Is it really the case ? How can I name my characters If you have a list of firstnames (male / female) I would appreciate a lot ! the people 4) Dady... the only question I have is his status in Yelm cult. Is he able to be sun lord ? He have done nothing very important for dara happa society. The more exceptional event is that he is the son of his fater. Could he even be a Yelm imperator ? only by birth ? 5) Mummy... (the return) . Something I m confused too is the cult of noble darahappan women. I believe but I have doubt, they should be Dendara cultits. Am I right ? I think appropriate to have the mother as Dendara initiate but is there other possibilities for a non exceptional noble woman (Yelm, Ernalda, ... ?) 6) lost sun. As the oldest heir he was planned to become the next family leader. So initiate of yelm, and initiate of a war/officer god. But is the second god mandatory ? Or could you be a great officer "only" as a Yelm initiate (or rune level) ?I mean of course there are exception, but if dady planned his son success in the lunar army, should he hope a second initiation or not ? if yes Polaris ? Yanafal ? 7) poor son. So i want him to be polaris. Should he be to be Yelm iniitate too ? Or lay member is enough ? 8.) the daughter... ah... so what a daughter is expected to be ? will she be married by her father to the husband of his choice ? What should she do / learn as a good young noble woman ? How weird it is to a nice girl to work metal ? I probably forgot questions.. but there are enough for a first step. Thanks for your help !
  22. I think "Kyger Litor rules Dagori Inkarth" means a lot of things : 1) KL is the great goddess of trolls, trolls rule Dagori Inkarth, so KL rules Dagori Inkarth (not the goddess herself, the cult) so no issue with the compromise 2) KL herself rules Dagori Inkarth but how ? Does she decide herself who is appointed to this position ? did she order her warrioris to attack tomorrow the forest ? to negociate some stuff with the neigbours because the tribes need more food that they have ? For me no: she is not the temporal leader of the area. She doesn't breach the great compromise. As any god she doesn't make decision, plan, or anything temporal. That is her heirs who do the job (figurarively the priestess, but because KL, physically some real great children mistress race trolls) Now, like, for me, Aldrya (and Magasta ?) she is both a goddess and an ancestor. - as a goddess she offers spells, etc.. can answer (divination, DI, ...) and the most important for any god, has defined the good behavior, laws and other rules since before the compromise. So yes she rules Dagori Inkarth - as an ancestor (shamanism way) she may be summoned to share some temporal experience and activity. In all cases that the shamans who open the door, not she, herself. So no issue with the compromise (from my perspective) another point is "geography" (like Magasta and the seas ?) Dagori Inkarth is both in the mundane world and in the underworld (you may probably find some tunnels, caves, etc..) So if you have mundane beings, probably the high priestess, who navigate (heroquest ? normal walk ?) between the upper and the under Dagori Inkarth, they can have even more information / instruction than any other spirit cult or god cult the great compromise doesn't block the gods to do thing. They only cannot act by themselves, they cannot imagine new ways, they cannot decide. But if you ask, they may answer, with words or magic. In th white bull campaign (don't remember the #), Orlanth was able to answer the pcs where was the lunar army. the answer was x days from Boldhome (if I'm right) so Orlanth understand time (x day) and understand mundane location. He is here and now So is KL, here and now, mother of all the trolls, ruler of all trolls empires
  23. How to learn rune spell @Scotty @FlamingCatOfDeath thought there were two ways, paying OR sacrificing
  24. unfortunatly not i searched in the well https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-13-rune-magic-qa/#ib-toc-anchor-0 but not these points. May the true god @Scotty validate (or invalidate) my answers 😛
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