Re: "Allied cults" question

From: Richard Hayes <richard_hayes29_at_78rv7yAajTXDvsNBiwHzKxgPAqbjRQeY5wtWr1sEFPWEpXnJ_UTTHfMlPV7K>
Date: Thu, 8 Jul 2010 22:02:34 +0000 (GMT)


In MRQ II (or older Q using the Rune Points idea from (?) ToTR12), my suggestion would be for the  Issaries (and their trading partner) to pay for their trading  by reducing their Pact rating/number of Rune Points by however many it would have taken to cast the traded spell.

That way the Issaries, and their counterparty, can still perform all the usual feats but the total amount of energy they can commit to Feats is reduced. The traded feats would still be one-use only.

Not sure how this would work in HQ, but then others who understand HQ better might be able to work something out.

Richard Hayes

Subject: Re: "Allied cults" question
To: WorldofGlorantha_at_yahoogroups.com
Date: Thursday, 8 July, 2010, 21:08

Here's what I would do for such a character in my Glorantha, using my home rules.

I'd say your PC would have Traded these Magics with other cults, getting single uses of Evaluate Magic, Truesword, Heal Wound, Leaping Shield etc. at whatever rating you want to fit your campaign, good for ONE USE only. Since they're one-use, the player only pays 1 HP for each, or nothing at all. If he wants to get them again, he has to negociate again.

Now, if your player is ready to sacrifice HP to get these Magics as permanent ablities, give them to him as specific Feats which need 1 HP each to get a +1. Your player will soon realize he cannot waste too much of his HP (life energy, time, etc.) on non-core Issaries Magics ! It's easy to justify by some special ritual whereas the allied cult gives him permanent magics for his help (i.e., blow 3 HP to get the Feat at a begining score of 17)

PS : I never liked the Magics Trading rule where the caster had to abandon one his own feats to get one from another cult. I can see it was built in to avoid having Issaries characters with 50-odd alien feats, but it seems to stringent to strip an Issaries Priest of a Feat he depends on for his living, without knowing for how long, just to get some weird other Magics which he perhaps intends to pass on to somebody else. Any ideas how to fix this ?


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