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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. note that for #1 I don't say "sacrifice", but "lost", aka the leader dies (for any reason, broos, battle, old-age, accident... or sacrifice) then decides (is not forced) to become the wyter I agree that forcing the sacrifice would be difficult... but why not, you get a chaotic wyter, as your new born community is now chaotic !
  2. I just had an idea about it - a wyter describes a community. - a community is described by a common story - it is said that there is a community XXX when there is a loyalty XXX passion. but why not saying a loyalty XXX passion can exist only when the community XXX exists - the community and the wyter are created together. No wyter => no community, no community => no wyter then my conclusion when people created a community , they lost something enough important to create an important event for their common story. this lost creates the wyter so the community this lost can be: #1 the leader's death, people mourned her/him, enough to create a big event, a memory, and her /his soul became the wyter. Maybe during the burial, they sacrifice some POW /mp in addition to keep the soul with them, as a for ever beacon. for example, a warband may have its "first victim" (or not the first...) to create a strong enough bound to the party #2 the people found a local spirit, and had to form an alliance to survive/ be accepted by this local spirit (could be a nymph, an animal spirit, a smart elemental...) This alliance is built on POW sacrifice (= the lost is a part of their souls, not one soul as #1) #3 the people demonstrated a big interest to be more than just an addition of individuals. They decided by themselves to found a protector, the guarantor of allegiance/loyalty oath. Then they heroquested to find this new bound protector. Of course heroquesting needs the pre-community's support. And the spirit will request a big price to accept the alliance. Same process than #2. The difference is in #2 the spirit visits the people and the people accept when #3 is the people visit the spirit and the spirit accepts. #4 same than #3 (heroquest process), but it is an accident. During the heroquest, the party found a spirit and for any reason, at the heroquest's end, the spirit is now the wyter of the party. nothing is lost, nothing is created, everything is transformed.
  3. animal spirit, no. wolf spirit yes nymph no, oread yes I refuse control wyter (aka any wyter in the world) , but I accept Command Cult Spirit only when the wyter is associated with the god providing the [command cult spirit spell] seems to me the best and simpliest rule to follow
  4. I would say you are going a little bit ... too far ? I see them as Effect, not Entity they don't have POW, they have energy (created by the sorcerer's magic points) they exists like a stone exists, they are visibles like a stone is visible, they "move", they move like a stone rolls will you engage a stone in spirit combat ? not me that s exactly what I mean. they have no soul, they are immune to any "soul" attack, including spirit combat. to easy to destroy the big undead boss if not, send a spirit with 1 pow, wait a round, that's all you can plunder the dungeon
  5. as a priest dedicates 90% of his time to his temple, the standard of living should be covered by the temple -if the temple has enough ressources-, doesn't it ? yes a priest will not be able to keep money at all, but at least he should be able to have "noble" goods, gears and food (don't forget wine !) Or am I wrong ?
  6. note that, just to complexify, there are among animals, some wih INT and CHA. At least one fish is a Zola Fel priest , after all ! so from my perspective, I would say : there was a time when all living creatures where "full" (INT, CHA, etc...) Because a lot of different events (curse, own decision, war, convenant, chaos, ...) some species lost their "sentience" , but their ancestors (spirits) continue to have it, and sometimes, some individuals emerge with sentience. Having the rune may protect from a curse, at least partialy.
  7. I don't know why, (from where I conclude this ?) but in my thoughts (that is just personal) : trolls are 100% like humans, except culture, shape... and taste: In a roleplay I would not see more differences between a seshenegi and a praxian than between a Halikiv troll and a sartarite. aldryami are 70% like humans, more able to sacrifice themselves for their goddess/forest/.. because that is not the same cycle of life, but individuals share the same ambition than humans for example dwarves are 30% like humans, because they have a very strange cycle of life (if you consider remanufacturing as a life cycle, of course) and they are "part / component" of One machine but they know conquest and protection, bargaining and alliance, have different views (the different "sects") about others. dragonewts are 30% like humans, for the same reason than dwarves. But few years ago, I would have said 10% ... of course all these % have no means, and humans are not one monolithic block, that just to figure the oddity of each race in my own referential
  8. that's true. However I like the idea that a wyter has its own personality, it acts for the community but may have some feeling (good or bad) for someone in particular. That adds some "faerie" in the world, the wyter is someOne, not only someThing
  9. but this is only one cult and three subcults, isn't it ? only one runepool ?
  10. not an issue for me : yes the gain is multiple CHA limit but the pain are time, money and POW sacrifice imagine you have CHA 15 and be initiate of 3 cults... it means you sacrifice 45 POW to be at the limit. Not so easy... and if you add heroquest powers... very hard, isn't it now GM have a lot of options to add more pain, 2 temples would request opposite solution (peace, war...) for the same quest, asking the pc to choose what is her "true" / prime goddess. but I ask myself (I don't use it, but one day maybe) if requesting a devotion "first goddess" roll before trying to initiate to the second cult is a good idea : If the pc fails, she may have to choose one cult (as they are allied, not a big issue, not reprisals, just a choice), if shee succeeds, she can join the second one, with a good faith to the first one. I know that for those who consider MGF as let do what players want it is an abomination, but for those who consider role / background / logic of the world, that may be a safeguard ?
  11. back to my position should a god, friend of humakt, act to resurrect a humakti (because a DI was requested by a worshipper) I think no but if the DI is save the humakti from the "very soon" death I would say yes of course, and Humakt himself too (I change my previous idea) the point finally is not to bring back the humakti from the dead (too late) but to change the rolls : 1. Opponent rolls a critical attack (or maybe a special and they are big and nasty) well not a critical attack, the god (humakt or other) moved a little bit the weapon 2. Humakti PC misses their parry or dodge, or perhaps achieves merely a "normal" parry. Or it is a missile attack at the end the Humakti was inspired by a god, or one friend parries it 3. GM rolls damage, it's a big number argh it should be, but finally only a few part touched 4. An alert GM asks "just how much armor and magical protection do you have?" not a roll, not DI here 5. GM rolls location on a D20, it's somewhere vital! Hey, no, it touched something else 6. Humakti PC falls dead. too late but as you can DI when you want = you anticipate 1 2 3 or 5, or just the result, the DI occus at the step you want (= when the god act)
  12. that's a good point however, from my perspective, a thanatari forces "his" heads to do things, the thanatari gets the knowledge, yes, but not the link with the heads gods. the head casts its own spells for vampire, I have no idea, but I would be concerned (well --> house rules 😛 ) if official rules say you can combine different sources let's wait for the cults description !
  13. yes it is not "Save me", it is "let me kill more" and maybe... the humakti will die but directly become an allied spirit or just a spirit, in the sword of the party
  14. my first instinct is one word: wyter we have shamans, assuming uncolings priests for any clan there is a wyter, and the clan's shaman should be the wyter's priest for any tribe, there is a wyter, and the shaman's tribe society should define the equivalent of a temple hierarchy for all the uncoling people, there is a wyter, and the same but this wyter should be enormous, more or less a god challenger note that I see these tribe / people wyters are "temporary powerful": when the clans come together for an important ritual (because omen, etc..) sacrificing pow for the tribe wyter, or maybe gathering the clans wyters in One tribe wyter when the tribes come together for an exceptional danger (because omen, cruisade, etc...) sacrificing pow for the land/people wyter, or maybe gathering the clans wyters in One land/people wyter then the rqg mechanic works: the powerful wyter will lose day after day, fight after fight, its pow, until a new great ceremony. But such ceremony is rare because uncolings are not an organized people (not sure for that) you see my point; shamans (or a great entity) call for the "all uncolings assembly", empowering the wyter. Now you have one shaman (or a shaman's team) who have the terrific power, not as a standard shaman, but as a standard wyter's priest (except the wyter is just very powerful)
  15. not a full answer, but remember that even in sun county there are not only yelmalio cultists, you can find Yelm priests, and Yelm is (was ?) emperor of the deads, so its priests may have the role to burn the dead people with their god's powers
  16. so do I. that is the key point, what do pc between adventures. But of course they would have to explain how they are in a position. If, at the end of an adventure, they are far from home (and unknown by the locals), it is more difficult to be a noble (income at least) except if the pc are great courtiers. So players need some roleplay, strategy and maybe dices to explain they are "still" nobles (still or ... new, after all, if they are skilled enough deceive the locals) a big point too but not totally, irrelevant if you focus on money for the next adventure, but noble have access to leaders, can obtain favors, know where to go (next scenario) so are the leaders of their group (best reward), etc... Of course only if they acts as nobles are expected to be (a player may want to be a noble refusing to be noble, and a gm may send a noble to bad situation, only to balance with others players, no pain no gain) When a warrior will be hired (some guilders) to kill a monster because a sorcerer needs its ears for some weird magic, a noble will be send to kill the same monster but to save the clan and to gain maybe more hides or at least some great items
  17. a fun fact, after your video, youtube proposed me a video whose title is " c'est dangereux par ici " (it is dangerous here) so it seems your art is understood by youtube's algorithm 😛 good job by the way. I didn't know there were columns and some build part in this place. I have to explore the story
  18. as other I m not sure the issue is race: when you worship your god with satyres and centaurs, trade with troll, and eat newtling, I m not sure the human physical differences are really important the point is more the culture, the country , the god , the other represents. so yes you lunar tarshite will face some issue if she speaks lunar and not tarshite she shows lunar gods runes she explains the red goddess is the best one and she loves the red emperor and appreciate chaos magic if not... how to see a difference between an orlanthi tarshite and a lunar tarshite ? then the point is more what the npc think about tarshites ? because they are not from their clan / tribe / kingdom, not because their skin color
  19. Mmmmmm Honestly i m not sure of the effect I consider plant rune like beast rune: the rune completing the man rune to define a being So if a human being gains plant rune i would impact it : a) the total amount plant + beast + man runes must stay at 100% (so player may have to reduce beast or man or both runes) b) the body should be transformed (or maybe just the soul?): less flesh more wood ? less skin more bark and leaves ? less hair more leaves and flowers ? so no advice about the total. Just Check about your security if one of your player cannot accept he is now a sentient tree 😅
  20. I think there are two things : - what you are, for this discussion, what are your runes scores - what is your god(dess)'s runes you may be a humakti, a bab'sister or worshipper of any death cult, without a high score in Death Rune. Of course not a full life defender, but just a "normal" person (50/50) for example I can imagine some worshippers of babs who join the cult for any reason but take the role of scout, tracker, investigator, watchwoman, or judge but not to kill kill kill. Probably a minority, but what about a woman who seek justice from some oath breaker ? justice, not just violence. What about a woman who wants to serve the earth temple but for any reason cannot join ernalda (some oath/curse from an ancestor, because she failed as ernaldan, etc ...) ? What about a woman who cannot accept to manage the house, wants adventure, but is a earth woman, not a vingan ? so for me, a Bab's with 90% in death rune would probably never give birth, not because Bab's, but because her body is rune, and a Bab's with 50% in death rune may give birth (except if her goddess, or herself, choose to prevent it with herbs, magic, and others practices ..)
  21. One choice among others personaly i dislike the concept of divine spell is a spell worshippers are worshippers not sorcerers Gods are gods, not source of magic but all dépends on players and gm table, for sure
  22. interesting, I did not notice the birth , more focused on what I remember (or believe I remember) about the "back from hell" prize (well is there a documented travel to show how a giant come back from hell ?) however thanks for this perspective so obious once said !
  23. just an idea: the craddle a big travel, from the mountain to the hell maybe a too passive quest however ? but the prize would be changing your own nature (baby -->young adult) could be understanding the world, making friend / alliance with weird entities (in Hell planes) or a big gain in any physical capacity
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