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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. 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
  2. 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 .
  3. 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 😛
  4. 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 ?
  5. 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 ?
  6. 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 😛
  7. 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).
  8. 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)
  9. 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
  10. 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 😛 )
  11. add "assist in poetry" and "assist in seduction" and I follow you !
  12. 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..
  13. 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
  14. 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
  15. 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...
  16. Nice ! Is Pamalt worshipped on Genertela ? I don't measure the importance of this god in the dragon pass setting will the Inora's cult description describe its relationship with human (and for example orlanthi questers ) or is it only a troll cult ? In a larger perspective, is there any description of how a cult reacts when (if it can) it "feels" there is / was an heroquest from another community involving its god (friendly / neutral / hostile) ? Is there option to "counter" the heroquest or once engaged, you can only see what will be the result (of course, you can act in the mundane world, war, protest, trial, ... my question is about the heroquest itself)
  17. I disagree, I want them, even Argrath I fully agree why I want the stats of Argrath, etc ... ? Because I want to know the "scale" of stats. What are the stats (including magic items) of the man who will become a god ? the man who will destroy some empires and gods Where are my players on this scale ? Are they really super heroes, just heroes, or already stronger than gods ? In the same way, I want to understand what you need to have (speaking % and item) to survive a heroquest. I agree too, don't understand the stats. Reading Leika skills, it seems to me that snakepipe hollow is just not really dangerous except if I consider Leika was very lucky, or just a coward...
  18. if I had to manage it, I would consider that there is one skill for one armor type In my perception, leatherworker for cuir bouilli , shoes, etc, redsmith for chainmail, etc.. even if there are part of metal and leather in the same piece. the point then would be to allow the other skill to augment the main one: your leatherworker wants to create a very good leather armor and looks for a good smith (or herself) to obtain the "best" metal pieces --> roll the smith's skill to check if the leatherworker can get some bonus
  19. exactly imagine you create with enough unenchanted iron... noone can dispell it.. same for fire, food, etc... I m clear now (well... until the next answer 😛 ), I will consider that anything (physical) made by the spell itself (including damage ) will be "removed" at the end of the spell. of course, if our courageous warrior cut with a sword the head of the illusory dead... the dead is dead for ever then the spell seems to me efficient (people believe it and act accordingly) but not too much illusionists should create opportunities others can't, not replace others
  20. yes I understand that, the point is the balance of this spell (I know, balance and rqg...) note that my option doesn't refute "temporary reality" : So, it CAN temporary kill. aka a shaman can see the soul of the target like she can see the soul of any just dead people. but at the end of the spell the soul is now back, etc... even the second sight of the shaman is tricked my point is the temporary reality creates a definitive reality, so the spell seems to me too awesome. with a smart illusion creating a "chain" of temporary realities, you keep the intent: create an illusion. If not, why not call the spell "summon substance" (like in The Chronicles of Amber)
  21. note that I was not thinking about a projectile but about the rock created directly around the target head. one instant and you have your head "in" a rock. as it is a substance, if you move there are 2 options: 1) the rock moves with your head (but you are not able to breath) 2) the rocks doesn't move and your head has ...like a problem... to follow your body (and you are not able to breath too) or I miss something. My concern in fact is that an illusion (a weapon but in fact just... "a good idea" ) can make damage. no issue with the concept of damage, but issue with the amount proposed (thanks @PhilHibbs to offer me this nightmare) : it is not based on the spell, but on the illusion (the character idea) : 1 rune point can kill someone with 40hp.. 60hp.. 100 hp ? you may find more efficient illusions than a great sword edit: an idea l just get. What if the damage, death, etc.. were "canceled" at the end of the spell ? your head is no more on your body because the illusion doesn't move, and x minutes later, it is again and there is no more rock ! a good joke (or not) but a joke maybe you are confused, ko, with a new passion, or I don't know, but no definitive damage. It would solve the issue
  22. sorry I made a confusion, see "illusory substance", not "hallucinate substance"
  23. use mainly rqg standard. the only few differences are : for the 4 extra xp (cult and occupational) I let them get one lore skill if they spend enough time on it (example a hunter may choose local lore but not cult lore , when a priest can) I let them change a little bit the occupational skills, if they "prove" me that makes sense, for example a heman healer healing the troll community will have more opportunity to get insight troll than insight human not by giving them more % than others. As said it depends on the players, and I will not weaken (so somewhere punish then exclude) a timid player because the neighbor is a professional actor. the true award is the effect on the game. As exemple, some may get more social connections (you impress the local priest) because their speach were really good. Some may gain hides, etc... but that is not a question of skills. skills are skills, plunder are plunder, etc..
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