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Humakt - Hero Wars Feats as Rune Magic


RHW

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Continuing my conversions of Hero Wars feats from Storm Tribe and Thunder Rebels into RQ Rune Magic. Now, by popular demand (okay, 1 request) Humakt!

HUMAKT

(God of War, Death, and Honor)

Humakt has the Runic associations Death and Truth.  His initiates are unresurrectable.  Humakti take geas to make them more like their god.  Each geas comes with an accompanying gift.

Humakt will accept any worshipper who can follow his discipline and honor code.  Theoretically, even a Chaos thing could join if it could maintain its vows (highly unlikely).  Ducks frequently worship Humakt, who they call Hueymakt

Humakt has only Rune Lords, who are called Swords.  Swords must have a 15+ POW and Mythology of Humakt at 50%.  They must also have 90%+ in any 1h or 2h Sword, 90% in any Parry, and 90%+ in any three of the following:  Another Sword Attack, Any Other Weapon Attack, Brave, Conceal, Craft (Armor), Craft (Weapon), First Aid, Scan, Honorable, Orate, Ride, Sense Assassin, Tactics. 

CULT PERSONALITY SKILLS:  Brave, Honorable

CULT SKILLS:  Craft Armor, Craft Weapon, First Aid, Sense Assassin (requires a geas), Tactics, Mythology (Humakt), Sing

Sense Assassin (Skill), By using an action, the Humakti can sense the presence of someone who intends to harm either the Humakti or someone under the Humakti’s protection.  Range is 15 meters.

CULT BATTLE MAGIC:  Bladesharp, Coordination, Demoralize, Detect Enemies, Disrupt, Fireblade, Heal, Protection, Repair, Strength, Vigor.  The Cult specialty spell is Bladesharp  NOTE:  Humakti may never learn Dullblade.

COMMON CULT MAGIC:  All common spells.

DEATH RUNE MAGIC

BIND GHOST, FEAR, SHIELD, TRUESWORD, TURN UNDEAD

BLESS CORPSE (Rune Magic, Touch, Ritual, Stackable, 1pt)  After a brief ritual (15 minutes) the Humakti blesses a single corpse. The corpse blessing ensures that the body of the corpse cannot be turned into undead and that the spirit of the corpse will not come back as a ghost.  Each additional pt doubles the number of corpses affected.

DEATH SONG BERSERK (Rune Magic, Self, Duration, 2pts)  The Humakti begins singing his own death song, going into an ecstatic state in which he is totally focused on killing. This raises his melee attacks to 150% of normal. Additionally, the Humakti’s Sing/3 is applied as a penalty to Parries, Dodges, and Spell Resistance checks against the Humakti. While under the influence of this spell, the Humakti may not cast defensive or healing spells or retreat. Caster's CON is raised by +2 while under the influence of this spell and all CON checks succeed unless a 96-00 is rolled. Death Song makes the user immune to all fear and negative morale effects. While under the influence of Death Song Berserk, the caster is immune to incapacitation, shock, unconsciousness, or exhaustion.  Once all the Humakti’s enemies are dead, he begins attacking the closest sentient lifeform, methodically killing everyone around him.  If the Humakti runs out of enemies and living sentient targets and is still under the effect of this spell, he falls on his own sword, killing himself. The Humakti can shrug off the effects of this spell with an INTX1 roll or a successful Honorable roll.  When the spell expires or is shrugged off, the caster is incapacitated. NOTE: Some Humakti consider it a sin to cast this spell and not die. 

LAY GHOST (Rune Magic, Ranged, Stackable, 2 pt) The Humakti targets a single Ghost or other disembodied Undead (such as a Wraith).  If he overcomes the Ghost with a resistance roll, the Ghost is laid to rest and vanishes forever into the spirit world. 

TRUTH RUNE MAGIC

DETECT TRUTH, OATH 

DETECT AMBUSH (Rune Magic, Ranged = AE 100 m, 1 pt.)  For the duration of the spell, the caster is warned if anyone within 100m of him intends to ambush or has set an ambush.

SEVER RELATIONSHIP (Rune Magic, Ritual, 1 pt.)  The target is ritually severed of all his or her relationships.The gods will no longer recognize any of his or her former familial connections. This spell is cast on Humakti as part of their initiation. 

SHAME COWARD (Rune Magic, Ranged, Stackable, 1 pt.)  Targets under the influence may not run from combat. They are immune to Demoralize and Fear spells. Each additional point  doubles the number of targets.

HUMAKT’S SECRET

(All subcults receive the same secret)

SEVER SPIRIT

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HU THE SWORD

75%+ of Humakti are followers of Hu the Sword subcult.  This is the default subcult of Humakt, honoring Humakt as the god of the sword and of war.

CULT PERSONALITY SKILLS:  Fatalist, Stoic

DEATH RUNE SPELLS

(NOTE: These spells only work when cast upon a sword.  Humakt defines a sword as any straight Blade weapon.)

DEEP CUT (Rune Magic, Touch,  Stackable, 1 pt) The next successful attack with the targeted sword ignores physical and magical armor if it hits. Parry armor still applies, but not any magical enhancement to that armor. Additional points effect subsequent attacks or additional swords.

DECAPITATING STRIKE (Rune Magic, Touch, Stackable, 1 pt) The next successful attack by the Humakti automatically hits the head. Additional points effect subsequent attacks or additional swords.

DESTROY SHIELD (Rune Magic, Ranged, Instant, 2 pts.)  This spell shatters a targeted shield.  If the Shield is inhabited by a spirit, the caster must overcome the spirit’s POW.  If there is more than one spirit bound into the shield, each additional spirit adds +1 effective POW to the shield’s resistance.  Each enchantment on the shield also adds  +1 POW to the resistance.  If a shield has no bound spirits but is enchanted, the total number of enchantments act as the shield’s POW.

DESTROY WEAPON (Rune Magic, Ranged, Instant, 2 pts.)  This spell shatters a targeted weapon. If the weapon is inhabited by a spirit, the caster must overcome the spirit’s POW.  If there is more than one spirit bound into the weapon, each additional spirit adds +1 effective POW to the weapon's resistance.  Each enchantment on the weapon also adds  +1 POW to the resistance.  If a weapon has no bound spirits but is enchanted, the total number of enchantments act as the weapon's POW.  This spell will not work against swords, daggers, rapiers, or knives.  It will work against scimitars, sickles, krisses, falchions and other curved or wavy blades, however.

GREAT BLOW (Rune Magic, Touch, Stackable, 1 pt) The next attack with the targeted sword receives a +100% to hit modifier. Additional points effect subsequent attacks or additional swords.

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EFRODAR BLACKHANDS

Efrodar was a great Humakti general who served under Arkat in the campaign against Gbaji.

CULT PERSONALITY SKILLS:  Born Leader, Disciplined

TRUTH RUNE SPELLS

HOLD THE LINE (Rune Magic, PBAE = 50 meters, 2 pts.)  This spell targets members of a military unit, hero band, or fyrd who are pledged to follow the caster.  All followers within range of the caster receive a bonus of caster’s Tactics, Born Leader or other applicable Skill/5 to all Parries.  If a target moves during the round (except to fill in a slot in the unit’s formation), bonuses to Parry are lost for that round. Spell can be resisted if the target chooses to do so.

ORDERLY MANEUVER (Rune Magic, PBAE = 50 meters, 2 pts.)  This spell targets members of a military unit, hero band, or fyrd who are pledged to follow the caster.  All followers within range of the caster move in synch with the caster, moving in the same general direction at the same speed.  They can move at the caster’s move rate even if it’s higher than their own.  They are immune to tripping, falling or any spell that hinders movement so long as the caster is not affected by such spells or conditions.  If a follower moves outside the range of the spell, these bonuses are lost.  (NOTE:  For purpose of statement of intent, the caster’s move statements override and replace any stated actions by the targets.  When the caster moves, the caster moves all targets under the influence of this spell.  Spell can be resisted if the target chooses to do so.

REMOVE FEAR (Rune Magic, Ranged, Stackable, 1 pt.)  Removes all Fear and Demoralize or other negative morale effects from the target.  Additional pts double the number of targets (so long as they are in spell range.)

UNBREAKABLE FORMATION (Rune Magic, PBAE = 50 meters, 3 pts.)  This spell targets members of a military unit, hero band, or fyrd who are pledged to follow the caster.  Caster may take a magic action every round to give all followers within range of the caster a bonus of caster’s Tactics, Born Leader or other applicable Skill/20 to their AP.  If a target moves more than one hex during the round, bonuses to AP are lost.

VOICE OF COMMAND (Rune Magic, Self, Stackable, 1 pt.)  Adds +50m to the radius of the caster’s Hold the Line, Orderly Maneuver, and Unbreakable Formation spells per point.

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Mhorhys the Explainer, Sword Sage of Lhankor Mhy, met Efrodar on the Hero Plane (in Humakt's Camp) and persuaded him to teach him the secrets of leadership. In exchange, Mhorhys became unressurectable and took Humakti gifts and gears. He used Efrodar's spells to great effect. Here is his stanza in Keener's Saga:

 

We know Mhorhys the Explainer, who could’ve explained all this much better than me, but not in such a way as you’d understand a damn word of it.  Mhorry knew a powerful lot of things.  He knew the ways of the World, though he couldn’t recognize his own wife when she wore a beard.   He knew how to swing a sword almost as sharp as his tongue, but he didn’t know how to stop himself from bleeding.  He knew how to lecture on almost anything, but he never knew when to shut up.  Mhorhys drank from the Well of Wisdom, and argued Law before the Gods at Castle Blue, and invented the Lightning War, and held the Sword of Truth.  But the best thing he learned was this:  When the Devil took the Throne of the North and the young men came to Mhorhys in his old age and said “Be our general,” Mhorhys refused.  Because he’d finally learned to quit while he was ahead.

 

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KARGAN TOR

Kargan Tor is an old god, the god of conflict who predates and was superseded by Humakt.  When Humakt defeated his old master, Kargan Tor’s cult was absorbed into Humakt’s.  Kargan Tor worshipers are much less obsessed with truth and swords than other Humakti.  In certain distant lands, Kargan Tor worshippers can be resurrected.  Where this is the case, their Sever Spirit is One-Use.

CULT PERSONALITY SKILLS:  Boastful, Independent, Intimidate

DEATH RUNE SPELLS

(NOTE: Kargan Tor's weapon enhancing spells work on any weapon, not just swords)

DESTROY SHIELD (Rune Magic, Ranged, Instant, 2 pts.)  This spell shatters a targeted shield.  If the Shield is inhabited by a spirit, the caster must overcome the spirit’s POW.  If there is more than one spirit bound into the shield, each additional spirit adds +1 effective POW to the shield’s resistance.  Each enchantment on the shield also adds  +1 POW to the resistance.  If a shield has no bound spirits but is enchanted, the total number of enchantments act as the shield’s POW.DISARM FOE (Rune Magic, Ranged,  Stackable, 1 pt)  If the caster succeeds in a POW vs STR check against his target, the target’s weapon flies out of his hands, landing 1m away in a random direction.  Each additional pt adds +5 to the caster's effective POW for the resistance roll or targets one additional weapon.  If the target has more weapons than the caster can target, the caster chooses the weapons to disarm. 

GREAT BLOW (Rune Magic, Touch, Stackable, 1 pt) The next attack with the targeted weapon receives a +100% to hit modifier. Additional points effect subsequent attacks or additional weapons.

TERRIFYING AURA (Rune Magic, Ranged for Effect, Self, 2 pts.)  Anyone who targets the Humakti with an attack or offensive spell is automatically targeted by a Demoralize spell cast with the Humakti’s POW.  The Demoralize spell does not cost any MP or SR to cast.

TERRIFYING FURY (Rune Magic, Self, 2 pts)  The Humakti is horrible to behold in his fury.  Anyone the Humakti attacks or who attacks the Humakti receives a penalty of the Humakti’s Intimidate/5 to all attacks, parries and dodges against the Humakti.  This effect does not stack with the Song effect from Death Song Berserk.

TRUE  (WEAPON) (Rune Magic, Touch, Duration, 2 pts) Available as Truespear, Truemace, Trueflail, True (Natural Weapon), Trueaxe, etc.  The targeted melee weapon of the appropriate class does double weapon damage for the duration of the spell.  

UNBREAKABLE WEAPON (Rune Magic, Touch, Instant, 1 pt) The targeted weapon cannot be broken for the duration of this spell.

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I'm going to have to write up a sub-cult to cover my favourite interpretation of Humakt. That of a wandering judge. A LawSpeaker. Someone who has the necessary knowledge of Law, precedent and history to pronounce judgement in a dispute - and who has the authority and capability to carry out sentencing.

Ties in nicely with the truth aspect.

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1 hour ago, Nevun said:

I'm going to have to write up a sub-cult to cover my favourite interpretation of Humakt. That of a wandering judge. A LawSpeaker. Someone who has the necessary knowledge of Law, precedent and history to pronounce judgement in a dispute - and who has the authority and capability to carry out sentencing.

Ties in nicely with the truth aspect.

Humakti as Judge Roy Bean or Judge Dee... or more likely Judge Dredd. Love it.

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MAKLA MANN

(God of Bodyguards and Faithful Thanes)

This hero represents unfailing loyalty.  Makla Mann was Arkat’s swordthane and remained loyal to his master even when Arkat became a troll and betrayed the Orlanthi and Humakt.  Still, Humakt respected Makla Mann’s refusal to break his own mighty oaths of loyalty to Arkat.

DISADVANTAGES:  Worshippers of Makla Mann receive no healing from Chalana Arroy worshippers.  They must pledge themselves to a specific leader, whom they will follow to the death.

CULT PERSONALITY SKILLS:  Loyal

DEATH RUNE SPELLS

TAKE A BLOW FOR ANOTHER (Rune Magic, Instant, Free Action, Range = Adjacent, 1 pt.)  This spell may be cast as a free action any time someone adjacent to the caster takes damage.  The damage from that attack affects the caster instead.  Only physical damage can be transferred in this way.

TO THE DEATH (Rune Magic, One-Use, 2 pts.)  While under the influence of this spell, the caster can fight and move normally despite any injuries he might take (though severed limbs are still gone). The caster is immune to unconsciousness or incapacitation and will not die until takes total HP damage equal to his CONx3. If the caster's head is severed, his body will continue to fight, though he may suffer penalties if he can't see his targets. When the spell ends, the caster dies. 

TRUTH RUNE SPELLS

INSPIRE LOYALTY (Rune Magic, AE = 20m, 2 pts)  All allied targets in the AE get a Loyalty to (Leader) or Loyal skill equal to the caster's as long as they are in the AE and not actively hostile to the caster or her leader. A target may resist this spell normally.

SENSE DISLOYALTY (Rune Magic, Instant, AE = 20m, 1 pt.)  The caster can sense if anyone in the area is disloyal either to him or to the caster’s chosen leader.

STANDFAST (Rune Magic, Self, 1 pt.)  This spell makes the Humakti immune to Fear and Demoralize effects.

Edited by RHW
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Ladies and gentlemen, boys and girls of all ages, I give you... PANACHE! The best unofficial RQ cult ever, adapted for my house campaign as a subcult of Humakt or a stand-alone. Panache in noncanonical and YGMV but my Glorantha is AWESOME! This cult includes a handful of special fighting styles we used in our house campaign.

PANACHE 

Panache was a heroic Second Age duelist from Maniria.  His cult is found mainly in cities and he is worshiped either alone, as a subcult of Humakt, or as a special sect of St. Humct.

When worshiped as a subcult of Humakt, members of the Panache subcult cannot learn Sever Spirit. They have their own secret, BLADE DANCE. When worshiped alone or as a sect of St. Humct, Panache worshipers are resurrectable.

Panache Runelords are called Flynns.  A Flynn of Panache must have must have a 15+ POW.  They must also have 90%+ in Rapier, 90%+ in Panache, and 90%+ in any four of the following:  Another Blade Attack, Any Other Weapon Attack, Florentine Fighting, Brave, Conceal, Tumble, Scan, Savoir Faire, Honorable, Orate, Run, Jump, Balance, or Lunge. 

CULT PERSONALITY SKILLS:  Savoir Faire

Savoir Faire (Passion) This skill allows a character to maintain a cool, controlled, superior, and slightly playful demeanor in the face of extreme stress. Badly outnumbered? Caught with your pants down with the Baron's wife? Accidentally challenged Jar-eel to a duel? You can face these situations without fear when you all that extra savoir faire!

CULT SKILLS:  Florentine Fighting, Lunge, Panache, Tumble

Florentine Fencing (Agility skill):  Invented by Flynn Florent of Malkonwal, a disciple of Panache. Taught by dueling schools in major cities, especially in the Holy Country. Requires skill in Rapier and Main Gauche. If wielding the Rapier and Main Gauche and able to move freely and use both arms, the fighter can add her Florentine Fencing Skill/20 to either her Damage rolls with Rapier and Main Gauche or her parrying AP of her Rapier and Main Gauche. AP only applies vs. melee damage. Choice of AP or Damage must be declared in Statement of Intent. When using Florentine Fencing in this manner, base attack skills and parry skills are limited to the skill or Florentine Fencing, whichever is lower. Magical enhancements still apply.  EXAMPLE: Conner has Florentine Fencing at 75%, Rapier at 90% and Main Gauche Parry at 70%. While using Florentine Fencing, his Rapier attack is reduced to 75% and his Main Gauche Parry remains at 70%. He casts Bladesharp 4 on his Rapier, raising his skill to 95%. He declares he'll be enhancing his damage in his Statement. His Rapier Damage is at +70/20 = 3.5 rounds to +4. +4 for Bladesharp. Total +8. 

Lunge (Attack Skill):  A special attack that allows the user to move up to Lunge/20 meters forward in a straight line and attack once in the same melee SR.  Requires Lunge, Balance, and a primary Melee Weapon Attack using either a 1h or 2h Spear, 1h dagger, 1h sword, rapier, or a similar impaling weapon.  Attack is resolved at the lowest of the three skills and cannot be interrupted by held actions. On a successful hit, he number of hexes moved is added to the damage.  Many dueling schools teach this fairly common technique, especially in Peloria (where it’s taught with the scimitar) and in Heortland and Safelster (where the rapier is favored).  The cult of Vinga claims Vinga invented this technique and teaches it with spears. 

Panache (Agility Skill)  This skill allows the user to make especially fanciful attacks and defenses or perform agility skills with flair.  The user may augment any melee combat or agility skill with Panache to achieve especially impressive results.  Alternatively, the user may combine an attack, defense or agility skill with Panache as a free action.  In this case the skill used looks especially impressive but is limited by the user’s Panache or the applicable skill, whichever is lower.

MOBILITY RUNE MAGIC

ARTFUL ATTACK (Rune Magic, Self, 1 pt.)  While under the influence of this spell, the Flynn augments his Melee Damage with his Panache or Tumble skill/20.  This damage stacks with bonuses from Florentine Fighting or Lunge.

FIND WEAKNESS (Rune Magic, Self, 1 pts.)  While under the influence of this spell, the Flynn’s chance to crit or impale is doubled.

PARRY ATTACK (Rune Magic, Stackable, Self, 1 pt.)  The Flynn must cast this spell on a functional shield or parrying weapon.  The next successful parry with that weapon gets +20 AP and cannot be broken. Multiple points parry additional attacks.

RAPIER WIT (Rune Magic, Self, 1 pt.)  While under the influence of this spell, the Flynn adds his Savoir Faire, Fast Talk, Orate, or similar skill/5 to his Dodge and Parries (so long as he can speak). This counts as a skill augment. This bonus does not apply against opponents with fixed INT.

SURPRISE ATTACK (Rune Magic, Self, 1 pt.)  As soon as she casts this spell, the Flynn can make move and an immediate melee attack against an enemy in movement range.  Casting the spell, making the move, and making the attack are a single magic action.

PANACHE'S SECRET

(When worshipped as a subcult of Humakt, this replaces Sever Spirit)

BLADE DANCE (Rune Magic, Self, 3 pts) For the duration of this spell, the Flynn’s sword moves at blinding speed. Whenever he attacks with a sword or dagger, the Flynn gets a bonus second attack at the same skill level. The Flynn may attack the two different targets within reach or attack the same target twice.

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RIGSDAL THE NIGHT WATCHMAN

Rigsdal may be worshiped on his own or as a subcult of Humakt or Elmal. When worshiped on his own, he grants additional magic. The magic below is for Rigsdal as a subcult of Humakt.

CULT PERSONALITY SKILLS:  Alert

FIRE RUNE MAGIC

CATSEYE

SHARPEYE (Rune Magic, Touch, Stackable, 1 pt)  Each point of Sharpeye adds +20% to all visual skills (Scan, Search, Track).

TRUESEE (Rune Magic, Ranged, Self, 2 pts.)  Allows the caster to recognize illusions as such, see all invisible targets within Range, and see any unmanifested disembodied spirits.

DEATH RUNE MAGIC

ENDURE WOUND (Rune Magic, Touch, 1 pt)  Cast on a single wound on a still living target.  The targeted wound can be ignored for the duration of this spell.  It does not count against total HP, injured or lost limbs are restored to function.  Once the spell expires or is dispelled, the full effect of the wound returns.

TRUTH RUNE MAGIC

STAY AWAKE (Rune Magic, Touch, Stackable, 1 pt)  Allows the target to go without sleep for a single night with no ill effects. Target automatically succeeds in any rolls to stay awake. Target cannot be put to sleep by magical means. Each additional point adds an additional target or lets the target go an additional night without sleep.

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Final Humakti bits and pieces:

HUMAKTI HERO CULTS

Humakt has several hero cults which give access to either Rune Magic or battle magic to followers if their conditions are met.  Here is a sample:

YAN STARCERE

Yan Starcere is a hero cult and may be worshiped by any Humakti so long as they follow the behavioral restrictions.  It provides the Battle Magic spell Parry.

CULT SPECIALTY BATTLE MAGIC:  Parry

DISADVANTAGES:  Must pledge to protect the innocent.

ADDITIONAL HUMAKT SUBCULT

I didn't stat these up because it seemed unlikely any of my PCs would ever join these subcults:

HIAA SWORDSMAN

Worshiped only by the bodyguard of the Feathered Horse Queen.  In other words, not you.  Moving on.

DEATH RUNE SPELLS:  Cut Metal, Cut Stone, Cut Wood, Truesword, Unbreakable Blade, Fight to the Death, Slay Spirit

INDRODAR GREYDOG

Undead Fighter, a local subcult of the Lismelder Tribe of Sartar and of the Ducks.  Probably too specialized for PCs.

CULT PERSONALITY SKILLS:  Dedicated, Hate Undead

DEATH RUNE SPELLS:  Crumble Bone, Decapitate Zombie, Rend Ghost

INGINEW REDSON

Swordsmith.  The rare Humakti who survives to old age will often switch to this subcult.  You won’t live that long.

CULT SKILLS:  Work Iron

FIRE RUNE SPELLS:  Enchant (Metal), Heat Forge, Imbue Sword with Magic, Strengthen Metal

DEATH RUNE SPELL:  Create Banesword

LI PHANQUAN

Vampire Killer from the East.  Again, very specialized.

CULT PERSONALITY SKILLS:  Despise Vampires, Vampire Lore

CULT BATTLE MAGIC:  Detect Vampire

DEATH RUNE SPELLS:  Resist Vampiric Magic, Scatter Mist, Wound Vampire

 

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11 hours ago, Shiningbrow said:

Why are swords not cult skills for Humakt?

And, the better you are at singing, the worse the penalty for the Death Song Beserker ... I'm confused!

Again, these cults are built for my own house rules. The skills listed as CULT SKILLS are ones that are rare-ish and taught by the cult. But any skill listed under Rune Lord qualifications are taught as well.

As for DEATH SONG BERSERK “Humakti’s Sing/3 is applied as a penalty to Parries, Dodges, and Spell Resistance checks against the Humakti.” Should probably read “”attempted against the Humakti” Penalties apply to the caster’s foes. EXAMPLE: Naimless has a Sing of 78% and cast DEATH SONG BERSERK. Anyone trying to Parry or Dodge her attacks, or Resist a spell she casts suffers a penalt of -26%. (78/3)

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9 hours ago, RHW said:

Again, these cults are built for my own house rules. The skills listed as CULT SKILLS are ones that are rare-ish and taught by the cult. But any skill listed under Rune Lord qualifications are taught as well.

As for DEATH SONG BERSERK “Humakti’s Sing/3 is applied as a penalty to Parries, Dodges, and Spell Resistance checks against the Humakti.” Should probably read “”attempted against the Humakti” Penalties apply to the caster’s foes. EXAMPLE: Naimless has a Sing of 78% and cast DEATH SONG BERSERK. Anyone trying to Parry or Dodge her attacks, or Resist a spell she casts suffers a penalt of -26%. (78/3)

I was thinking with regards to cult skills, that I expect most cults will have most skills available - but some are taught for free, others at cheaper than normal rates - and thus, those listed cult skills fall into that category. Lhankor Mhy probably isn't teaching 1H sword for free to its initiates, but Humakt would. Thus, listing it makes sense (I remember a version of RQ where pricings for skills were specifically laid out as free, half, full.

 

RE: Death Song Beserk.. ok, that makes more sense!

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On 4/9/2019 at 9:10 AM, Nevun said:

I'm going to have to write up a sub-cult to cover my favourite interpretation of Humakt. That of a wandering judge. A LawSpeaker. Someone who has the necessary knowledge of Law, precedent and history to pronounce judgement in a dispute - and who has the authority and capability to carry out sentencing.

That sounds more like a Lhankor Mhy Sword sage to me. I guess you could initiate into both, or make an associated sub-cult. 

Humakt does not judge by the law of the community. Humakt judges by honor. For most serious crimes in Orlanthi community, one of the worst punishments is exile. Humakt would absolutely argue that it is better to be exiled than dishonoured. 

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On 4/11/2019 at 1:45 AM, RHW said:

HIAA SWORDSMAN

Worshiped only by the bodyguard of the Feathered Horse Queen.  In other words, not you.  Moving on.

They do not all actively serve in her personal bodyguard, which in any case is large. Pretty much every Humakti in the Grazelands is in this sub-cult. 

 

On 4/11/2019 at 1:45 AM, RHW said:

Undead Fighter, a local subcult of the Lismelder Tribe of Sartar and of the Ducks.  Probably too specialized for PCs.

There aren't really many sub-cults that are too specialised for PCs - they already have all the combat etc magic they need from the main cult, so my experience is many players treat sub-cult as a bit of a roleplaying issue. And the default campaign setting for RQG (and the original Sartar HQ campaign setting) is very close to the Upland Marsh, and the Six Stones Humakt temple. I think I've had two PCs in this sub-cult in my games. 

 

On 4/11/2019 at 1:45 AM, RHW said:

Vampire Killer from the East.  Again, very specialized.

But one of the few sub-cults that is common in Prax. And not that specialised, as he is more of a generic undead fighter, and undead are pretty much the generic Humakti antagonists (including Zorak Zoran undead). 

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All color commentaries were intended for the players in my Treefell Clan Sartar Campaign, not the general player. So while these are perfectly valid Humakt subcults, they don't occur in Treefell Clan, whose handful of Humakti weren't at all worried about undead and were much more focused on killing Treefell's real enemies, ogres, elves, and the Colym... errrr... Lunars. Totally the Lunars.

It wasn't a Humakt heavy campaign. There was only ever one and he followed Hu the Sword. Unless you count the Sword Sage who made a deal with Efrodar in the Hero Plane.

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