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French Desperate WindChild

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Everything posted by French Desperate WindChild

  1. it depends on the perspective for me (as an example) I don't need to buy this version because what I want is new textual information, aligned with the rqg background and/or rules. But, - if I were a new customer, I would like to buy my new content in the same style/fashion than the first RQG book (core rule) I would have bought - If I had a most "art" inclination, even if the text is the same, I would buy it too. I m not saying that I dislike Loic's creations (quite the contrary, I m happy to find them in the products I buy) but it is not a "trigger" for me So it makes sense to me that chaosium creates a new version even if I'm not in the target.
  2. et oui ! ... 😛 my expectation is a "self experience" 🙂 Heler doesnt change other I agree (well from my little knowledge), (s)he is fluid so has a fluid shape. I m not asking for "a eurmal power", in fact I m not looking for "fun" here just for difference, and how to manage it (if a table has no issue to manage it) the point for me is the fluidity, the two broken lines, could be seen for the different "states" (irl gender, interesting @Qizilbashwoman runic-gender, organs and their potential, etc...) today you are "A", maybe tomorrow you are "A" maybe "B" but another one may be "B" all the time except when there is a trigger, I don't know. Keeping this "fluidity" and "proving" it as a spell if you need energy to move to another "state" in the mundane world, like telmori, or yinkini..) or as a skill % (you "learn" the inner power of your god, like storm bull) or as an automatic ability (no roll, it is just part of you, as a shamanic ability) seems to me important mmm, we saw that yinkin and brothers offer the capacity of change. For me, the capacity (spell, skill, ability) you gain from a god is not because they did something but because it is part of the main definition of the god. It is important to see Yinkin as a cat, so you can transform yourself to "become" a cat It is important to see Odayla the hunter as a bear, so you can transform yourself to "become" a bear It is not important to see Orlanth as a XXX even if he changed himself into XXX to do something Is Barntar's look important for Barntar ? Is dark skin important for Humakt ? Of course what they did may be important too, but "doing" is not enough. Any air god did fly, however just few can give the flying power to their worshippers. Why ? because for some of them, flying is important for their definition, for others no I expect that helering are helering because what they are. In the same way that shamans are shamans because what they are (-> fetch) if it were not something important in the god time, why "this" place, "this" ambiguity in the society. They are ambiguous, they are different, and as I understand Glorantha they are accepted with their difference. I just need the difference. But again, I m not strongly requiring any change (who I am to say it must be?) . I just ask if it is an oversight (so it must be in the rule one day) or an editorial choice (so I must houserule if I'm not convinced by this choice - and not yet I am 🙂 )
  3. remember we are illuminated. And maybe in a community of disorder, you may even meet one able to plan and follow it, even without illumination (I agree with you on my table however, but here we have a munchkin excercise)
  4. the issue is there is few rules about it so why wasting time on skills you don't use (from my definition of munchkin) 🙂
  5. this one is a little bit different than my previous one : A rpg is not only rolling dices (and sometimes there is no dice at all) but is too social interactions. In this option, I focus the character on "how to obtain powerful results in any domain even if you are not able to have powerful skills/spells/abilities in any "adventurer's " domain the sugar baby career (SBC) two cults seem to me the best to start this career. - Initiate of Uleria Spells : Erotocomatose Lucidity, Community and Unity. Asap Extension (seems there is no automatic « common spells » - Initiate of Ernalda Spells : Charisma, Arouse passion, Bless Champion Then choose a strategy ! There are two ways then to gain « levels » in the SBC. It is important to decide the path you will follow (it is possible of course to change during the story but it would not be optimized so not a « munchkin way » 😊 ) We need the spells effects of the 2 goddesses two optimize our progression : First path : become initiate of both cults. And one day of the joker of course (We need….. lie !) In this path, you have another choice to make : become smart (INT) or resistant (CON) Second path : Heroquesting and Sorcery. Harder than the first path (well we don’t have the rules) but for an « end game » perspective more powerful results. In this path too, you have another choice to make : become dependant (CHA) or become autonomous (POW) Third Step determine your profession and apply the start plan ! You have decided to follow one strategy between INT / CON / CHA or POW. I’m happy for you ! I propose (in spoiler to increase the readability) INT : CON CHA POW Now what happen for a sugar baby adventurer ? Depending on your level you can use different powers : (since I've bought the last baldur's gate, i m coming to be corrupted) Level 0 (POW, CHA) You have access faster and for free on any knowledge required for the adventure POW : you can support your party by the choice of the few sorcery spells you have (enhance -charac, damage, armor…-, heal or magical attack, it depends on your choice). CHA : You are not the best warrior / farmer /merchant of the group but you are good enough in your occupation. CON : NA (start level 1) INT : NA (start level 2) Level 1 (CON, CHA, POW) you have relationship with a large range of people, easy to obtain knowledges or special gears In addition of your occupation, all your magic and network is useful for : - Thief scenario : you want to steal something ? enter by the door ! Seduce the owner, give them enough pleasure, once tired by all their effort to follow you (yes you need to train your cardio) they sleep and it is easy to sell what you may find - Murder scenario : you want to kill someone ? learn vigor, then enter by the door ! Seduce the owner, give them enough pleasure, once tired by all their effort to follow you (yes you need to train your cardio) wake them and do it again (need enough rp to cast 3 LU), until they die (the best death they may hope, rejoice !) If you are in a hurry, once they sleep, use a dagger. Note that if you apply this strategy too often you have a cumulative risk (+1d6 % after the first murder by season) to become a succubus/incubus - Street fight scenario : you have a lot of friends in the street… 3 or 4 thugs in addition means you have now new abilities o « 4 medium (60%) attacks per round » o « 4 lives per session » - Trade scenario : with your network you have facility to hire (or be hired) any companion, obtain help on the road, have access to better prices, etc.. Level 2 (all paths) Now you deal with the clans ring (if you are not following INT strategy, you still have access to your old friends, for the best ... or not) So you have access to a lot of things that ring member will even not share with others ring members (except, if, like you, they meet them in their bed) - You have the support of cult leaders to organize some heroquest, even if it is not really required for the good of the clan - You can obtain good thanes for any fighting adventures. Here the new abilities : o « 5 good (80%) attacks per round » o « 5 lives with good armor per sessions » - You have access to a lot of secrets of the clan (or clans depending on how many lovers you can manage…) secrets maybe knowledge useful for magic, investigation, blackmail, ….or even regalia objects, spirits, etc… Level 3 Requirement for level 3 : - skills and spells > 100%, - 5 big prizes spells per season (= RP >15 per goddess and/or heroic ability available) - Pass a easy test : seduce this dumb Polaris, after all if this red hair a#@! Ho#([e (as your friend Leika name her) succeed it, it is a easy test, right ? emperors themselves look for your presence. You can obtain anything in the mundane world you have access to new abitilities invoke 5 rune lords (or any rune level) as body guards, duration their lives. Capacity to replenish your « rune lord pool » by one per season if you lose one of them Level 4 Apotheosis. You are worshipped every where in the world. In Peloria you are Ulernda the « too smart concubine to be good, but it is so good mmmm »… Yelmites are so proud and so hypocritical. In Orlanthi land you are Eurmulernald the « lover impossible to keep for yourself, and at the end you miss something »…. Orlanthi are so dumb…. and of course the subcult in Sartar give you a weak spell we did not discuss before. In Esrolia you are Ernalduleria the « sacred power behind the throne you should not try to challenge or visit, my daughter »… Mothers know so much to protect their daugters and grand mothers know that the queen is a little bit jealous and want you for herself. From a rule perspective Ulernda, subcult of Uleria provides « bless champion » and « arouse passion » Eurmulernald, subcult of Eurmal provides « arouse passion », « Erotocomatose Lucidity » and .... of course ! « lie » Ernalduleria subcult of Ernalda provides « Erotocomatose Lucidity » and « Community » Special rules for Ernalduleria : - to become a priestess you must be Esrolia’s queen’s lover - this subcult is the only way to become priestess of Ernalda if you are not a mother (even men can become priestess) The future
  6. so your point is that "anbiguous" means that facing a heler initiate, you don't know "what" (sorry for my english not sure if it is what/who for this question) is the character where it is clear when you see someone else ? Will we have another version of the cult in the sea/water cult book ? Or where will we find it (in official books I mean) ? As I see the heler in the lightbringer book is more a subcult of Thunderous as it provides only feat related to rain/weather. I agree with you, but what you see (and i see the same) and what is up to you/me is houserule 🙂 I wanted to know where in the rules except this key word "ambiguous" I did not understand like David does (but I have english at the same level than a babboon adventurer has tradetalk 😛 so it is not a surprise)
  7. then there are two options: 1) it is an easy heroquest, as easy than learning a spell --> why not considering it as a spell or just having the gift described somewhere in the cult description ? 2) it is a hard heroquest --> so why this ambigious position when 90% of helering will not have this ability ? Heler is very interesting. In previous versions of glorantha I had, I understood her/him as (s)he was a powerful god (after all (s)he was one of the Sea army leader). Now it seems to me just like an Orlanth subcult. If (s)he just gives rain, that's sad.
  8. I thought I would find in the cult book a spell (or an ability like sense weather, sense chaos, ...) allowing cultists to change sex. But I don't see anything about it. Do I miss something / somewhere ? A helering has no mean to change sex (don't tell"heroquest" 😉 ) and worship a god able to be male or female or both or none or... A orlanthi initiate worship a god that can be male or female (hello Vinga) and probably, as any god, is able, even if it is not a very important thing for his/her myths, to be both or none or... So I see nothing different between Orlanthi and Helering in the society. I would like to see the difference, I would like to have a spell for that. (And I will, but does that mean houserule ?)
  9. 1625, initiate of Babeester gor. Esrolian heavy infantery spells Axe Transe, Shield, Slash =3RP / disrupt, , strength. skills : focus on 2H axe (>90%), orate & battle (target 75% if possible) , First aid (25%), Animal Lore(25%), Plant Lore (25%). then find a daka fal shaman in your family and start to learn spirit combat 1625 -1628 (end of the year). focus on 2H axe (>150% need 60%) battle ( >100% need 25%), orate( >100% need 25%) initiate Daka Fal and learn shamanic skills with the rest : 90% = 4years * 50 =200 - (60+25+25) learn bladesharp 4 add 1 RP per year (spell as you wish), and keep 1POW -> POW =19 = 15 + 8 -1(initiation) - 3 (rune pools, I prefer bab's pool -> 6RP) 1629 - 1631: focus on shamanic skills ( 100%. I would say that your spirit combat is > 120 or 150 ? ) and new pelorian (30% + comm bonus of course) then +20% in intimidate add 4 RP in bab's (10) now your POW is 21 (19 + 6 - 4) 1632 become a DF shaman depending on your success, try to obtain "spell extension (bladesharp is good)" then "soul expansion" (until 24, not during the initiation but during your career ?) learn skills to become Eurmal initiate POW: 15 (21 + 2 - 8 ) Fetch: 8 1633 visit Peloria, find a Eurmali murderer subcult. intimidate him/her. If you fail, kill and find another one. Then become murderer initiate. learn crack (2) and strike (1) then kill the eurmali. for skill, raise Orate and shamanic skills. If your battle is not yet 100% try to get it POW: 14 (15+2-3) Fetch: 8 1634 back to your land Find another eurmali, intimidate or charm. learn lie (of course what did you believe 😛 ). No need to kill the eurmali but if it is your pleasure don't hesitate POW: 14 (14+2-2) Fetch: 8 Bab's RP = 10 / Dak's RP = 1 / Eurmal RP = 5 1635 + skills do what you want Raise your POW and your Fetch. you are now able to hire a full army and conquer your own queendom. with your battle skill you know if your army is superior of your opponent. when your army is the strongest, use orate and lie to convince other to flee or betray (less deads in your army, next battle would be easier when you army has 50% chance, use orate and lie to convince other to flee or betray. Now your army is the strongest when your army is the weakest, challenge in a duel your opponent. Use Orate and lie to convince the ennemy that one death of a champion is better than hundreds deaths You are your own champion (use bab's + eurmal murderer). In all cases your reputation will gain +10% or more per year. Powerful people will join you, you may visit godtime and become more and more powerful. 1650 age probably cannot impact you anymore. You have your own herocult, get POW sacrifice from your worshippers (= all your general, guards and politicians who want your protection). Nochet is undoubtedly your capital city. Ernalda priestesses are under your protection anywhere (if required with thick heads, like the feathered queen... well you are eurmal the murderer right ?) POW 24 Fetch 100 Hero pool 20+, Visit emperors (red, wind, east, west...), seduce them, tell them that their business are their business and their business stop at the boundary of your business (Esrolia ? + Sartar ? + Seshnela ? and of course any Earth temples) Make friends with merfolks. Make friends with local anything (trolls, malkioni, ...) Declare that under your rule, anyone can worship anyone if they keep peace with farmers and merfolks No tax for those who don't farm the Earth (wood and mine is considered as farming the Earth) but merchants and travelers have to organize and manage roads in harmony with earth temple. 1652 thanks to merfolk, visit Magasta, seduce him, get power from him. Then you may decide to stop the Flood or... you are eurmal the murderer initiate after all, and you can breath in deep water, so what's next then visit the emperors, intimidate them, by offering them back all their drowned warriors bodies. Tell them that if they are not able to manage their business on earth as they don't know water... they have to ask themselves if their business should not be only middle air and sky. Earth and water should be the Queen's business, thanks goodbye.
  10. there is a difference between lie and [no truth], and it is very easy to no tell the "truth" without lying when you talk about a myth If you tell the myth without lying, you just tell what you see/feel/understand. But, you may have not seen a particular fact, you may have not understand the "true" reason( if there is one reason) explaining why this god/entity did this fact. Elmal priests don't lie when they refuse "Yelmalio = Elmal" they just say what they learnt from their elders and experiment during their ceremonies and can't see (or refuse to accept they are wrong) what yelmalian see (if Yelmalio = Elmal is the truth) in the other side, Yelmalian don't lie when they say "Yelmalio = Elmal" because what they saw/understood convinced them that was the truth (even if Yelmalio = Elmal is not the truth). now... is there any truth ? is there different versions of the godtime, some with Yelmalio is Elmal, and some with Yelmalio is not Elmal ? maybe even some where there is no Elmal, or no Yelmalio ?
  11. For me inspiration and augment are « temporal and local » : that is because you are feeling / living something important for you than your entire « you » focus on the event That doesn’t fit, for me, with the raising of a skill (check). Your experience is by nature a long processus (if training/learning) or the result of a critical activity (experience, with or without any inspiration) I would prefer another option: if during one season a skill is used many many times, then you may gain two or three checks. for example you are defending a position all the season, every day your opponents charge you during hours, every day you see your friends be wounded or killed. Then you may gain every week a check on the main skill(s) you use
  12. You @Zac in front of your computer have different names too 🙂 A name is a kind of mask dedicated to a part of a bigger entity. It can be a local part, an activity part, etc My « name » here is dedicated to runequest/Glorantha. you may not know but even here we can meet two masks of the same person: one is the name of a fan/lover/player of the game, talking about his personal experience a second is the name of the member of Chaosium, giving official answers i let you find who’s who
  13. Thanks @jajagappaand @radmonger of course if the pits are the first step it changes all my view (sadly there are then less drama to be called by YO - except the available spells 😛 -it is a joke, no issue for me -) but I imagine than initiation in any (sub)cult has a part of secret so the ritual ceremony may start with lay members and friends but there is probably a step where only initiates can participate just because you must know the secrets
  14. Maybe 🙂 I’m not sure of my understanding of a sartarite initiation : step one : every one is initiated to adulthood in a clan ceremony and then elders may identified what young people should be (as cultist) step two : these new adults (or not yet ?) study with the nearest (or not) priest of the cult they probably join in one year step three: they join the dedicated ceremony to their gods so humakti, orlanthi, storm bullers will be sent to the pits but not others LM, Issaries etc may have other rituals I agree that a clan Elmal-friendly probably can detect that this guy is probably an elmalian and then organize a ritual fo those who have this affinity. but what about a clan without any solid experience of Yelmalio ? Oh it seems to be a farmer or a warrior let’s send him to the pit, we will see. Then you fail the quest. Not a failure because you are not good enough or not ready enough but a failure just because this place/ritual/quest is not for you and you have to find your role in the world. Again I m not sure but I would consider it little strange to have the same ritual (mundane) for all the gods of a clan
  15. The strength spell is very useful with crushing weapon, better than with other when the success is special or critical for me if you are not strong don’t use a weapon made for strong people 😛 or accept to be weak @MJ Sadique I agree with you irl but remember that bronze weaponry are made with gods bones. It may change the perspective of the lost of power 🙂 i think that a simple house rule could be to say that with a mace, if you get a special you have 100% to knock the opponent without dammage. But yes some « special and critical output » decisions may add some interest to a fight resolution
  16. Of for me yes that’s exactly that but others may want something else and that’s not an issue (if anyone can enjoy )
  17. Well of course it is mgf jaja explains my thought about stormwalkers better than me so don’t answer anymore about them 🙂 more generally I see cults, subcults etc as kind of way of life that pcs and npcs want to follow they are not ( for me ) a source of powers that pcs can pick up what they need to be more powerful for all types of campaign so if (sub)cult focus its activity on one mission, anything else is a waste of time / power. Why me, priest of XXX, should waste time/give powerful stuff to a (n)pc who doesn’t dedicate her effort to my cult’s mission ? a lot of (sub)cults are playable in a large scope of campaigns (even chaotic in my opinion) but few are … specific (?) and more playable (for me) in dedicated campaign
  18. there is another thing to keep in mind : yes the cult book says what spells you can learn when you (pc or npc) join the stormwalkers. That is the subcult. now, if you are a full time stormwalker, not an adventurer who wants/has to travel in the world, but a resident of the temple, studying the deep mysteries of the winds, acting to keep air safe, to keep the breath of the world pure, then probably, you visit, sometimes, godtime. And probably, as any heroquester, you come back from the godtime with some specific habilities. so I imagine playing a stormwalker is not too efficient (from a power perspective, of course it may interest people like me for the background/roleplay) because the very difference is when you are with other stormwalkers (to stack spells) for a price of a lot of time: I don't imagine that a character join the subcult, sacrifice POW, then leave the temple to do her business, and when she wants a new spell go back to the temple for a week. Initiates should at least stay for seasons (would say years) of study/worship/devotion before working again on mundane business
  19. for me there are some things to answer between player and/or GM 1) Why the character choose /was chosen by the god ? so she/he (player only) has to imagine the pc reason of this call. As a GM I consider I have to adapt my campaign to my players and will never ask why do you want (well I ask to check the player understand how the background/my understanding of the background is, to avoid any issue, but not to "judge" the choice). 2) How the pc become initiate ? In this campaign, your first difficulty is that it starts before initiation. So you (GM only) have to do something blocking the standard orlanth/ernalda initiation (was she/he lost at any step of the ritual, not founding the way to leave the cave, the pit, etc..). Then the elders consider that the pc must find his/her way differently. That's not a ban, as good orlanthi they know that Orlanth welcomed strange gods in his tribe. Of course you may find some "social" opponent in the clan who will criticize the pc (hook for some scenarios) then both player and gm could "work" to imagine how the pc understand what is the cult to join and who will inititate her/him (maybe some test before, some oath, etc... maybe not playing the ritual in the same way than others as the pc already played one (and fails) 3) always follow @jajagappa advices by the way even if the "standard" of yelmalio cultist is a man, women are accepted (of course you will find some [-@§! so sometimes difficulties, but it could be an interesting challenge, just check with your player if it is something interesting to play or not)
  20. so as it depends on local traditions, we can say that the family tradition is the elder, the choosen, or any specific condition of this family; you just need to sacrifice one POW to this ancestor , etc... wyter is not linked to daka fal at all. And that allows that this wyter may have one rune spell I prefer this freedom, without any rule change. Of course I just share my opinion, and you can houserule what you want 🙂 (I do it for other things) Note that i apply the same rule for any local spirit who is not strongly associated with any cult
  21. My idea is a little bit different you may worship your ancestors in different way. One way is dealing with all your ancestors, with the ability of summoning one of them or another one (somewhere you know the ancestors = the spirit) this way is the daka fal system, and the leader is the one who is able to deal with a lot of spirits (= shaman) so shaman = priest and priest = shaman another way is to worship your ancestors as a group or only one ancestor (the founder, things like that) then I see it like a wyter: the community is the family and the leader of the family is bound with the wyter (bestiary p174) then no need of any shaman, even no need of Daka Fal mask. Just be the leader, do the job as any community chief, respect the wyter/ancestor(s) and any requirements requested (here one family wyter may have different requirement than another, gm is free to create what she wants) and the wyter will protect your family
  22. you all are talking about this one. that seems to me recurrent in glorantha (draconic mysticism, maybe any mysticism) and that is something I'm so far (culture, education, studies, etc...)... I don't "feel" / "understand" what it implies, except that I feel I miss something important in my favorite world. do you have some references/books explaining this philosophy (or school of thought, or any good term, no offense) ? something for people who did not take any theology course and have a too old brain to understand it easily 🙂 !
  23. Services asked by the shaman ? or maybe just a dryad decision : teach my pixies these spells and the forest will be stronger
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