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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. my global principles : wyters are spirits from a community, when the community worships a pantheon, a wyter should be seen as a "sub cult / part" of the deitiy. As a sub part of the god, wyter should have a part of the god's power = RP and list of spells. I make a difference with initiation: they are not initiates, they are "sub-god" rune magic is divine magic, you call the power of your god, you don't do what you want with your powers. Do what you want with sorcery, not with the gods then : depends on the wyter's capacity, spells known, etc. stronger it is more capacity it has. Why not this one ? no, the rules are clear (bestiary p174) "A wyter spends points of its characteristic POW instead of Rune points when casting Rune spells with a chance of success equal to its CHAx5. " what it means for me ? wyter have rune points (same page, Kogui has 10 RP / 23 POW) but this RP are not here to be burned, they just say what is the limit of manipulation, you may have 23POW, you cannot use a divine spell (extension included) with more than your rune points (10) that's the big point : wyters are not initiates, wyter are gods on mundane world of course no (of course = my idea, you can do what you want 😛 ) what is a matrix ? an extension (no joke ) of your soul or a part/remains of the original caster soul ? so for me : the matrix contains your soul (you are the caster during the enchantement process)... why not. You get the matrix from someone else ... would say no That is the difference with sorcery. what is truestone ? clealry I m lost to answer (I know what is it that is not the point) for this question I hope we will have some official answer, even if I don't follow it, I will appreciate to understand the official point
  2. not raw, just my thoughts it may happen. But it shouldn't happen all the times after all, when people want to heroquest, they may fail even to "enter". There is no (for me good) reason to do it but it may happen. When dices say it (for example , roll an idea-INT / feeling-POW to see if the pc understand / feel that is "like the myth" and now "they are the myth" ) or when the GM decides. Personaly I never let the dices decide when/if an important scene should happen.
  3. so do I, but you can let them with "noble rank". Personaly, I play it like that : they are not "noble" because they succeed and "gain" some land but because they need to be well appreciate by the court. Somewhere, that is harder for Orlanthi: they are not free, not enough responsible, not enough honorable, just children of their parents and they depend on the ring goodwill.
  4. You !!! You are chaotic and illuminate to say such !!!
  5. Absolutly but do not forget the most important if they stay in their cultural area: relationship ! kings and other important people know them.. Their families are involved in the political game, some have debt, some have favors… in all cases that’s enough to speak with this adventurer and not the others ah… entre soi
  6. From my perspective When they are at home, or in a temple or court where they are known for their parent status, they can have the benefit of their family rank (occupation, income AND outcome) but older they are, more debtful (scenario hook) and loyal (passion) they are. Of course if they want to run their own fate, they have to obtain a job (warrior scribe anything they can propose and be hired)
  7. That was the case in previous version but i tried to find it in the pegasus plateau but failed the only permanent thing I found (or misunderstood…) was the split between amount of runespells, amount of spirit spells and mp storage I may be wrong and my post is more a question than an answer !
  8. Hello My ideas are not very clear about magic after Argrath. What I think have understood is : - gloranthan people continue to believe in gods (for people who believed) but the relationship is definitly not the same. - gods (if they still exist) and not able to provide any spell but not sure, and I have absolutly no idea if there are still spirits in mundane world (or are they like the gods, no more in mundane world) and if sorcery still works same question about the trolls , aldryami, and any sentient no humans people. Are they still in mundane world, or ... like in Tolkien's story, Argrath deeds consequence is now the middle world is for humans ? I read somewhere (but when/where ?) that trolls will not be any more in the same plane ? To explain my question, I m building a campaign during the setting times (1600+) "explaining" the future (king of sartar book). The big issue is ... I don't know the canon future 😛 as I m always lost when I read KoS, a little bit too hard for me thanks a lot !
  9. that sounds good depending on your spirit / goodess she could be worshipped to protect the people from cold, in two ways (at least) the first way is described by @Squaredeal Sten : she is powerful and decides by herself to give protection or not, but she may expect worshippers some violent sacrifice (as malia and disease)) the second way she may have no true power on cold but she may intercede with Dad / Mom cold divinity to reduce the frost or things like that. A kind of "cold" Voria. her spells/power would be to create / find some rare frost plants, to allow a campfire when there is (not too strong) snow fall, to show where is the nearest cave etc... it is up to you to determine what is her psychology then her powers and requirements
  10. Agree! and that is exactly the same if they are in a kind of dungeon / cave /wild area after 2 - 3 -6 ?! ... spells for nothing players may understand they need some warning ("this sound seems weird", "pow x1 roll => there is a danger here", "this guy is attacking us but are there other hidden ennemies ?", "we are under attack but we don't know from where", etc...) before detecting where is the danger. Detect Enemies shows where, not when. And the when is managed by the gm .
  11. yes, so would I, the point then is : does this lack of skills is an issue to start (or go in) the heroquest / the station. That means you are clearly not the god you want ot be (at each station, it may be different) and need more effort (roll malus ?) to be (or to stay) recognized as the god you want to "play" Argh professor, very very good question. But Eurmal gave me the answer : there is another language, a common language, a root language, that only gods (maybe great spirits if they differ) can speek : divine language. There is a requirement to know it: be a god. this language is not a "real" language, it is a kind of auomatic translator : when two gods meet and talk they know two things: - what is the language used by the other (kind of accent) - what the other is saying a pc must become a god (apotheosis), to obtain this "power", heroquesting is not enough but of course, if Eurmal gave me a lie, I have no answer 😛
  12. or/and in a more divine perspective "She calls upon Sartar to produce an active god to defend the Middle Air. No god appears. There is no defender. the red moon is now the queen of middle air in Sartar ?
  13. thinking about an issue I m facing: my orlanthi "hero" goes in heroquest, but does'nt speak well storm speech but... now in the hero plane, he is not anymore himself : he is a merge of the god he is identified (or other subtle word) and himself. and this god of course knows storm speach. then ... what about this issue : 1) should heroes have as requirement to know the same language than their god ? should this skill be used (among others) to determine how the character is identified as the wished god ? 2) let's say the heroquest ends after some deeds, back to the mundane world, shouldn't the hero learn a part of this god's identification skills ? I m not talking about "powers" more about identity my temporary answers, ( I would be interested by your own perspective) : 1) of course yes : there is a "preparation time" so depending on what are the "stations" of the quest, you need to know some skills (what level, I don't know) : you will hunt ? --> need some track or animal lore or the identified god weapons skills. If not, you may acces the heroworld, but maybe not as the hunter god you will speak ? --> need to know the language, if your god is a good speaker, you need a good skill, or you may be considererd as another god, lesser than what you expect, or a stranger god visiting ... etc 2) so you are now yourself, you "divorced" your god. but you may be less yourself and more your god (well... your depending on your identification, maybe you "were" a chaotic god, after some fumble during identification ) What I think is to roll an opposition test between pc's INT and pc's POW depending on the result the pc may choose one two, three "identification" skills and get +10% (identification of the god joined, who can be different than the expected god at the beginning ) if INT wins, you are too much conscious of yourself, the god divorce is very clear. You are ONE if POW wins, you had a "symbiotic" relationship with the otherworld, with the god, and are "open" to keep something. You are ALL this process may explain why Heroes become more and more like their gods and lose their mundane free will but I m not sure I understand well all the mechanism (from a gloranthan perspective) of heroquesting so I may be in contradiction with it ?
  14. personaly, I consider the "no spirit of reprisal" as something absolutly more brutal than other cult reprisals: when Orlanth/Magasta/Telmor/.... send you a little or big one to teach you the lesson and go back to the right way, the red moon and the mothers let you go to the wrong way and make your mistake. you may find your way, understant and go back to the goddess, or just become an outsider, no interest except feed the bat, the vampires or other chaotics friends. you are no more part of the "WE", you are now the other, the lost, the nothing. It is more mental manipulation than physical retribution. it is a soul retribution somewhere. and your body will last few years when your soul will last... well depends if you meet the bat 😛
  15. there are for me two ways on skill based rpg: 1) characters go to adventures (or between occupation, great idea) then use skills, and these skills progress 2) characters go to adventures, "open their eyes on the world" and gain some "global progress energy", then they progress somewhere, but not necessarly in the skills they used personaly I prefer 1) I would not transform the xp system (except for lore used between adventures, I dislike this restriction), I m globaly satisfied. If I had to develop "not used skills". I would follow Ernalda teaching, there is always another way, like study / training, as RAW probably heroquest too, or just adventure dedicated to something (whatever the success or the failure, there was a path pc followed and pc learned something).
  16. in any case I would not use the chariot driving skill for the fight. Driving a chariot is to drive the horse(s) (or other beast) , plan the path and avoiding issues, finding a good place to give the best opportunities to the fighter (aka reduce any penalty to the fighter combat skill). and of course manage the beasts and the chariot gear. that is a big difference with the mounted warrior --> the riding skill is used because the warrior is riding. If you want to add some restriction to the fighter it could be the generic dex x 5 or a specific skill "fight on a chariot" Personaly I consider that the charioteer skill (reduce any penalty to the fighter combat skill) is enough (aka I follow the rules)
  17. In the tank / dps / heal model, I see an assistant chaman in several way : as a distant dps -> spirit spells to disturb (beffudle, demoralize, ...) and do few damage (disruption). once shaman, the damage would become very high with the right "powers" as a distant dps -> invoking (or more using a bounded one) a spirit/elemant to fight, then the player is more playing the spirit with its specific power than the shaman, but it could play like any warrior, rolling each round against her ennemy. once shaman, the spirit would be stronger and stronger as a healer / buffer -> casting protection and others buff to her friends, and healing those who need as a healer / debuffer -> casting spell to dispell oponent magic, and disturb them, but first is to heal her companions but there are probably other options, maybe even become a "tank" (with enough protection, heal spirits, and some personal buffs...) taunting ennemies, to give enough time to her friends to organize the fight etc... of course an assistant shaman may have some battle skills but "mixed" characters are more difficult to be moved forward
  18. an option without "random" would be to create a kind of xp by skill each time you roll against your skill, you get xp (1 for a success, 2 for a special, maybe + or- 2 for fumble, etc...) then when your xp reachs a specific amount ( skill x 0.2 ? x 0.5 ? x2 ?) you can add 1d6 (or 1d4) you may complexify it depending on the skill stat: 0-10 -> skill x3, 11->30 -> skill x0.5, etc... depending on how you modelize the learning curve gm may offer some additional xp when the skill is used in a great way (roleplay / idea) or during a long time (build an house would allow more xp but that's for me too complex or boring if you play it in a "table" system (Including virtual tables). Maybe good for computer game however, but the discussion then would be about the learning curve, what means a fumble, what about skill > 100, etc... people would disagree of course, as usual 😛 )
  19. add "assist in poetry" and "assist in seduction" and I follow you !
  20. yes they lose their status but do not cry too much, some spiritual retreat, one or two pilgrinage to fight a cult's ennemy in spiritual fight, regain pow, sacrifice it, be repentant, and you will regain your status after some seasons. Of course if you want to be at the best place during the sacred time ceremony you should have a very great reason to have spent your RP For me it is a very nice story to play, when it happens. not just follow rules, but add scenario, opposition and social challenge, danger to prove your PC's faith, etc..
  21. You can summon elementals but you need physical material So if you want a salamander you need enough fire without the fire you may succeed to invoke the salamander but only a Spirit without any ability, and except if it has int, without any interest to stay in mundane world so yes an elemental is a spirit from my perspective
  22. Note that your moon of reprisal could follow your npc and follow her in Spirit plane until a good time : When she is attacked by other ennemies When she is sleepîng etc any situation when the moon mouvement is not an issue
  23. you may make your npc more than just apostate. something explaining why she became apostate, and it may help you to explain the type of "demon" She may have dirsupted a chaotic sacrifice -> send a chaotic monster as reprisal (not necessarily a very dangerous one) She may have prevented a tax collector to do his job ->send a tax demon (very nice to "remove" some pc items) etc...
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