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Spirits of Reprisal


Scornado

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2 hours ago, Scornado said:

Are there any RQG rules for Spirits of Reprisal?    If not, any thoughts?  Do they just keep coming and if defeated, are they replaced or does the god give up?

Not yet. But in RQ2 cults write ups, it tells what each Spirit of Reprisal does, RQG will likely be the same. For example: Orlanth has 4 listed types, each with a different method of reprisal ranging from attacking the target while in combat until they pass out at 0 magic points, to spoiling milk and giving coughs.

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Unfortunately I have a player playing Vostor from RQG who for some reason wants to leave Seven Mothers and join a local (and hostile) religion. I don't want to just say NO, and he's prepared to roleplay through it so I'd like to be prepared ... unfortunately the right book looks a few months off and our next session is in three weeks.  He's decided to take things slowly so I am probably OK, though perhaps the SM know he's wavering, and want to warn him.  I was thinking maybe a visit from a Lune ....

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13 hours ago, Scornado said:

Unfortunately I have a player playing Vostor from RQG who for some reason wants to leave Seven Mothers and join a local (and hostile) religion. I don't want to just say NO, and he's prepared to roleplay through it so I'd like to be prepared ... unfortunately the right book looks a few months off and our next session is in three weeks.  He's decided to take things slowly so I am probably OK, though perhaps the SM know he's wavering, and want to warn him.  I was thinking maybe a visit from a Lune ....

Per Cults of Prax Classic, Seven Mothers, page 44:

Quote

This cult has no set spirit of reprisal. However, any person who was a priest of the cult or a Rune Lord who has quit the Lunar ways will always have himself bound to the cyclical Rune magics but never will be able to use Lunar spells.

If Initiates quit, they must pay the penalty of being suspect by the other cults they may try to join. The effect of this is to reduce their chance of acceptance by 5% per each month they belonged to a Lunar cult.

Vostor is 21, so imaging him initiated at 18, gives 36 x -5% = -180% any tests. If for example he was to try and join Orlanth, the Requirements are Standard, so as long as he has the either the air or movement rune at 50%, he can try the test. That is roll 3 successes on any cult skills or favored Passions. That's going to be hard as it will be at the base 5% (due to the massive minus). As he needs to be a lay member first, I'd allow him to buy off each month on a one-for-one basis. It's not easy joining an enemy cult. One shortcut would be to take a loyalty to a Rune Lord or Priest (at 60%) at use that to offset the minus by proving to them your willingness to convert.

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Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/

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53 minutes ago, David Scott said:

Vostor is 21, so imaging him initiated at 18, gives 36 x -5% = -180% any tests.

As Glorantha doesn't have months, I'd make this per season. 3 years * 5 seasons = 15 * -5% = -75%. Still difficult, but a few skills might be higher. 

And I think buying back seasons, per season as lay member works. 

55 minutes ago, David Scott said:

One shortcut would be to take a loyalty to a Rune Lord or Priest (at 60%) at use that to offset the minus by proving to them your willingness to convert.

Seems reasonable.

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43 minutes ago, jajagappa said:

As Glorantha doesn't have months, I'd make this per season. 3 years * 5 seasons = 15 * -5% = -75%. Still difficult, but a few skills might be higher. 

And I think buying back seasons, per season as lay member works. 

Good catch, I've just checked the current lunar draft (as a possible error) and it does now use -10% per season, but it still works out the same (12 months x- 5% =-60% / 6 seasons x -10% =60%). 

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Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/

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