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French Desperate WindChild

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Posts posted by French Desperate WindChild

  1. 2 minutes ago, Sumath said:

    That rings a bell. I remember reading that article at the time and wondering if there was any party in the world that would survive that summoning ritual. You'd need to be a Hero or a demi-god to get through it.

    Still, the minion demons could be summoned or encountered separately, or used for inspiration.

    @soltakss I think 😛

     

  2. maybe waiting for battle rules, I hope some battlefield spell would be described

    in other case (homerule) I would consider :

    - there are specialized spells known by people / cults dedicated to the purpose (wachaza, dormal ? , ..).

    - the dammage bonus must be enough (not +1 but +1d6 or +3 +6...) considering  the "standard" dammage

    - the cost should be proportional to the dammage bonus (not 1 or 2 magic points)

     

  3. Restez à la maison

    Hello all

    I am thinking about a campaign I will start in few months.. after the so expected gagog (no pressure, do the best job you can, or I will become berserk)

    (be free to comment if a part of my hypothesis is not canonical)

    We are creating a background for one character based on a sartarite child from a noble family "given" as hostage to the lunar empire after the lunar victory.

    • The boy is a "guest" of a little noble dara hapan family in lunar homeland (where ?).
    • He is well educated : the empire goal is to prepare him to go back in sartar as a future lunar compliant clan leader
    • As he is well connected with fire rune, the dara hapan family was choosen according to the cult he may join, to teach him the right values and skills

    A good candidate in my mind is Polaris :

    • noble -> good for the final expected role in sartar
    • officer / military so obedient to the hierarchy -> good for the final expected relationship with the empire (of course lunar empire wants him as a puppet)
    • rigsdal -> easier than Seven Mother  to be accepted by orlanthi sartarite (is it right ? at least lunars bet on it)

    The game plan is of course the lunar plan will not be followed  (well in fact I don't know what is the true plan, who the character will betray ? the home land ? the lunar ? both ?) and of course a lot of relations would see him as a traitor in all cases

     

    but I would like to know more about Polaris followers values

    Is there a lot of difference with Yelmalio ?

    What are the relationship with others cults (Yelm, Yelmalio, Seven mother, Chaos , Orlanth, ...) and other monsters (duck, troll, elf, woman, hunshen) ?

     

    then Rigsdal. What I understand is Rigsdal is Polaris after some event. Good ! we have an event, the character leaves solar empire to sartar storm  kingdom.

    But do the two cults accept themselves as the same cult ? Is it different of Yelmalio / Elmal relationship ?

    I imagine that probably a "little" heroquest would be enough to be accepted as a rigsdal initiate renacting the polaris change ?

    And what is the relationship between Orlanth and Rigsdal ? a neighbour autonomous  or another loyal servent (like Elmal) ?

     

    thanks for your light !


     

     

    • Like 1
  4. 18 hours ago, Thaz said:

    YGMV but that is not the ruling 

    Quote

    Attack

    * A normal Attack does normal rolled damage plus damage bonus

    *A special success does special damage (impale, slashing, crushing) plus damage bonus

    *A critical success ignores armour and does maximum special damage plus damage bonus

    that is the rules I bought :)

    new rules may vary but for the moment the "double max" rule is just an answer in the forum and may be more explained / worked (and could be more consistent) Chaosium team makes a great job to answer so many questions, sometimes complex, sometimes so obvious. I m not sure the "double max" is exactly what they mean, but a quick answer to manage the flow of rules questions

     

  5. 1 hour ago, Puckohue said:

     Maybe some or most will make it, but they can't help their comrades.

    There is always another way so they can.

    they can look for a shaman or a priest, promise some commitments (new adventure hooks)

    Or they can discover a ruin where a big spirit, ghost, driad, ... who agree to help them if....

     

  6. thanks for the detail

     

    My first feeling was it is sad that the heroes were not able to give "good / peacefull" magic for the wyter. But what can we expect from fighters ?! ;)

    If I were member of the community (but I have a kind of aldryami pollen allergy so it would be unlivable) I would try to give the wyter two protection powers :

    "Unity Battle Memory" a kind of moral spell : if people from different races fight together against an ennemy, they obtain some bonus. 

    "True Peace is the only answer to war", like morale but in their main peaceful activity (not weapon skill): if people from different races work together for a nice purpose they obtain some bonus

    I am sure that a mix between argan argar and humakt cultists could obtain these powers (maybe if zorak zorani and aldryami accept to sacrifice something of their racial war powers)

    And maybe a difficulty : the wyter can use the powers you describe only when people from different races work together

     

  7. 8 hours ago, dumuzid said:

    Anyone have thoughts on how to use this wyter to best advantage, now that its traits are largely known?

    Hello

    It could be helpful to describe what is the purpose of the community ? from what it was built, why was it created , what is its daily activty, relationship with neighbours, cults, etc..

    A wyter should not be only a new weapon but more a (dis)-incarnation of the community (of course if the community is an army or troop, the wyter should be dedicated to fight, but if not ?)

    • Like 1
  8. 5 hours ago, davecake said:

    In an old RQ3 game, I had a green elf PC that qualified for Wood Lord on character creation (15 years of previous experience, = +75 to Elf Bow, etc). I took this same tack - sure you qualify, but first you need to be tested on a mission. I let them become one fairly shortly thereafter, though. 

    in the other hand, you decided to accept a large previous experience time and skill.

    In my previous rules (oriflam -> I believe RQ3 compliant but not sure) 75% was the max you can reach all included if not a knowledge skill

    GM has all power in hands to decide if yes or no a pc can start with great powers or not (great power > standard rules, that I already feel as very generous, time of heroes is coming)

    That's the main GM's responsability  : decide what is good / allowed  for the table

  9. I see death spirits like gods but without power (or very few powers) :

    after the travel they join their afterlife places so they have desire : the desire of the places : are they orlanthi ? they desire to be in the Orlanth hall to drink, sing, ... but this desire is illusion as they cannot change anymore so what is desire without change, without options ?

    so they are bonded by the great compromise as their gods are (well for people without god, I have no idea what they become, what is solace, for example)

    sometimes your clan ancestors could be unhappy because  you did thing (or did nothing) differently than they did. So they tell their desire but again, it is just what they knew, what they did without change, acting like a god facing a bad follower, punishing you in the limit of their powers (so nightmare, little curse, ...)

    • Like 1
  10. keep it simple

    it is really easy from an "archaic male" perspective to become a female, you just have to cut what exceeds.

    And it is a bloody sacrifice, exactly what these goddesses want.

    I would say that trying to change sex by other mean (magic, potion, ...) for initiation purpose  is just an attempt to avoid a pain. This pain is a price to pay for what you were : a man, a danger, maybe a vilain or just a member of a dangerous community (the men) for women that now you want to protect or avenge.

    You don't want the pain, you are a trickster. I m not sure Babs would appreciate her initiates to work like Eurmal

     

    (Of course IRL,  I don't share it, be male / female is not a question of joystick, and I consider guilt should be based on facts, not inheritance, aspect or chromosome )

  11. 11 hours ago, Shiningbrow said:

    There are "shamans" around the world now that also pray to Jesus and the Christian god. (Although, usually, those outside the shaman's community may not accept it).

    Although, also, that in previous centuries, in a more religious period (about the same than sartarite ?) , this activity would probably burn the shaman's body (not spirit combat fumble, more hide or fast talk fumble)

  12. 13 hours ago, g33k said:

    This, I think.

    It also gives me an idea, variant of the above...  I envision this "jester" type joking/mocking entertainer.  Decidedly prankster-ish.  Strong passion in "Loves to Mock Authority."  Very strong (80%+) Illusion rune, maybe 65%-70% Disorder.  Everybody's pretty sure he's a Eurmali, but nobody can PROVE it.  He often hangs around any known Eurmali.  Celebrates Donandar's holy days very ostentatiously, but -- somehow -- nobody can find him on Eurmal's.

    He's pure Donandar...  he just likes people to be nervous around him... especially authority figures.  He also has strong passion in Loyalty (Home Village / Stead / whatever) and/or Love(Family) and/or similar.  He can't really get along with them (rather to his sorrow (damn that strong Disorder rune!)); but he adores the s--t out of every one of them, and tries to make their lives better... however he can...

     

    exactly, we can have character "touched" by a god  or just initiate because their parents were, a social choice, like arranged marriage but with a god.

    And that's the core question : what is the impact, can/should the god interfere in the initiate life. So in your example, will Donandar give more harmony in the jester life.

    Something like the opposite of illumination ?

     

  13. I forgot the disorder rune impact

    that's a good point, thanks.

    But what happens with an eurmali with a 50% or 25% disorder rune ?

    I mean we can have an humorist who gives fun during fest, etc... My question is more centered on Eurmal cult impact (link with the god, not others cultists) than what the runes could drive.

    From a drama perspective , not dice rolls

    3 hours ago, dumuzid said:

    No, that's an entirely valid interpretation.  Remember that there's nothing like a unified Eurmal priesthood, every shrine is its own Trickster shrine with its own set of stories (and related spread of magic) and its own particular idea about what being a 'trickster' means in the world.  As long as you're tricking people somehow, a 'wrong way to be a Eurmali' is sort of a fake idea!

    I fully agree with the no unified priesthood

    Will Eurmal (the god) punish his follower if he the only trick he does is nice joke  ?

     your eurmaly may vary. But are there limits ?

    i mean, if I vary my glorantha by putting space marines in prax, I believe a lot of you will say I m no more in glorantha, to far (and it will be fair from my opinion)

    In any story, games, ... a vampire characteristic is the desire of blood (depending the story your vampire would fight again her desire or not but that is a characteristic)

    Is there such characteristic for eurmali, because they just embrace Eurmal cult (whatever the runes) ?

     

  14. my view :

    you can try the headshot, so apply the modifier

    if you roll is not a fumble (with your modified skill) you hit the body :

    if your roll is under your skill (modified) you hit the head, if not, you roll for the location

     

    • Like 5
  15. Hello all

    I am exploring how to play an eurmali and I would like to know the range of possibility of interactions with the orlanthi protector

    Yes the eurmali is a trickster but in the stories I read a lot of "stronger" things happen and I don't know if it is  a one off event, a standard event or a fate impossible to avoid (except as usual illumination, heroquest, blablabla) for all eurmal follower

    So some points, for each I know (believe ?! ) that of course they can, they are eurmal, but must they ?

    • must they betray their "master"  ? (a big betrayal, like lightbringer quest)
    • must they betray their community ? (like death bringing, desacralizing a temple, ...)
    • must they hurt physically a friend ? (or someone from the community)
    • must they use joke to hurt socially, or moraly a friend / someone from the community
    • must they disobey their master ?
    • must they be selfish ?

    or other "bad" thing.

    For example can a jester be a good person, never hurting anyone with his word (except by accident - or fate ?) , always accomplice with his friend-master, helping people in need, working hard, etc... and be a good eurmali. I believe "not"

     

     

    • Thanks 1
  16. Pourquoi les américains ont choisi l'anglais plutôt que le français comme langue des US, le monde serait meilleur autrement...

    I m not sure that nobody did it before.

    After all what about pent tribes ?

    but in another hand you have the kolati tradition in sartar for shaman. Not sure it would be appreciated to see shaman organizing something with Orlanth.

    In all case I cannot see a shaman in sartar improving his social status by any way except gaining bigger power than his neighboors.

    • Like 1
  17. 2 hours ago, Darius West said:

    Obviously the ultimate munchkin trick is becoming an illuminate.  Then you get to mix and match cults and magical traditions, creating truly filthy synergies, and even get to use chaos cults without penalty.

    the ultimate munchkin is to be at the same time the GM and the player

    or maybe to play ouroboros...

  18. 18 minutes ago, Akhôrahil said:

    Partly. There used to be this giant gap between Initiates and Acolytes, and that's just not there any longer. But getting an Allied Spirit (now with its own re-usable Rune Magic) from Priest or Rune-Lord, that really is a game-changer.

    good point

    let's say my sentence make sense for god-talker then !

    but the price must be high to obtain an allied spirit too

  19. I would use the same view than rune spell (with the x2 rate)

    1) that's for me the only issue, i may be wrong but :

    2pt -> you can summon spirit like 1 POW divine magic (aka 3D6 magic points)

    4pt -> you can summon spirit like 2POW divine magic (aka 3D6+6 magic points)

    6pt -> you can summon spirit like 3POW divine magic (aka 4D6+6 magic points)

     

    then the magic points are used to overcome the spirits points (3d6, 3d6+6, 4d6+6, ...)

     

     

    2) once here the spirit does what it wants (except any control spell) it can stay , attack, go back, etc

    3) I disagree to see one player with ton of magic but if there is. The magic points needs depends on your strategy (the point 1) of course you can burn 100 MP to be sure to summon a little sylph if you want.

    4-5) There is nothing to dispel but to disturb. When you are summoning, you can be block by any means (sword, spell, ...) why not dispell but I don't know the effect it can give (in this case dispell must follow the point 1 to identify how many points you need) . You cannot dispell the spirit when it is here.

    6) I consider you can summon for "yourself": it is active because until the spirit is here you need to concentrate on this action. When it is here, it is here. You don't have to be concentrate then, so you can start another action.

     

  20. 5 hours ago, Shiningbrow said:

    Since you (apparently???) need 18 POW to become a God Talker (I'd lower that... 15?), it changes the POW gain from 15% to 35%...

    he is not alone 😛

    Quote

    Necessary requirements for God-talkers are usually identical to those for Rune Priests.

    p278

    now (RQG), initiates are so powerfull (pool + reuse rune spell) than I see god talker , rune lord and priest more as an occupation. This occupation give you more social power but need hard requirements : 18 POW, 90% skill, time dedicated to the community  IN the community (not in adventure with few exception). I don't see any reason for gameplay to give these positions easier to reach

     

  21. I see sacred time like an "half" season from a mechanic perspective :

         roll experience check "in adventure" (including worship one time)

        do not roll eexperience check "between adventure"

    I see sacred time not as a season from a glorantha life perspective

    Sacred time is different : you are working to save the world, you are making extraordinary things (understand extraordinary as not your daily occupation) you are experiencing greater things, greater magic, etc so yes you can learn (experience) more, but no, you cannot improve your occupational skills because you are not working as usual

     

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