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How we've started rolling up characters

How we've started rolling up characters

Postby Pentallion » Mon Oct 26, 2015 2:26 pm

I hope this is how they do it in Runequest Glorantha and I'm willing to bet it is. As you know, each cult in Glorantha has certain cult skills. Well, we figured that using RQ 6 rules for character generation made more sense in glorantha if we replaced the Cultural skills with cult skills instead. So if your main god is Orlanth, you get to pick from the cult skills listed (we use Hkokko's Cult One Pagers, but you could use Gods of Glorantha or any other source). So, for instance, a Telmori's cultural skills would be: Combat Style (any), Lore (animal), combat style (wolf attack), evade, world lore and athletics.

In keeping with RAW, characters get 11 cultural skills. So if those listed outnumber that, they choose from that list. In the above example, where only 6 skills are given, the player may choose the remaining 5 from the RQ 6 primitive culture list.

The shaman career skills are replaced by the spirit society cult skills list. In this case, the player is guaranteed 10 skills and can take from the RQ 6 shaman career list if the spirit society lists has less than 10 listed.

You get Praxians with higher ride skills, Orlanthi with Stormspeech, etc.

I'm guessing this is pretty close to what the final product will look like. It is really fun rolling up characters this way and last night three of us found ourselves rolling up a Thanatari and a couple other chaos baddies and it worked great!

If this is how they do it in RQG, then al ur cult skills will be your cultural skills.
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Re: How we've started rolling up characters

Postby loz » Mon Oct 26, 2015 5:32 pm

Sadly, that isn’t how it’s likely to be done. We keep Cult and Culture separate, although we will, most likely, allow initiation as part of character creation that will have some bearing on skills. But some cultures have multiple cults and different magical traditions, so it can become very, very complicated if you tie them together as closely as you have done.

But, it sounds like you had a great experience, and if it works for your campaign then I think that’s a brilliant way of approaching chargen. YRQWV.
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Re: How we've started rolling up characters

Postby simonb1 » Mon Oct 26, 2015 5:44 pm

Hi all,

Hopefully a Culture's skills will match the Primary deity in it's home region?

If I am right then Sartar and Heortland will give some Orlanth skills in their cultural mix.

Simon B
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Re: How we've started rolling up characters

Postby loz » Mon Oct 26, 2015 5:56 pm

simonb1 wrote:Hi all,

Hopefully a Culture's skills will match the Primary deity in it's home region?

If I am right then Sartar and Heortland will give some Orlanth skills in their cultural mix.

Simon B


Hi Simon,

Each cultural region (and they are defined by region - so Tarshite, Esrolian, etc) has skills you would expect to find among those people given their primary focus of worship, but we haven’t attempted to tie Culture and Cult too closely together. Things may change of course, but probably not too much. The idea is to give players as much freedom as possible, with as much Gloranthan veracity as possible, but still remain playable. This is as much for expedience as anything else, but we also want flexibility.
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Re: How we've started rolling up characters

Postby Pentallion » Tue Oct 27, 2015 10:43 am

So we tweaked it to give a wider range of personalities. Kind of a cross between RAW RQ6 and the cult skills. Instead of cultural skills, we Gloranthafied Career skills, as cults are mostly career specific.

Currently, a generic RQ 6 barbarian merchant looks like this:

Athletics, Brawn, Endurance, First Aid, Locale, Perception; and either Boating or Ride
Three of:
Craft (any), Healing, Lore (any), Musicianship, Navigate, Seamanship, Survival, Track

Career skills:
Boating, Drive, Deceit, Insight, Influence, Locale, Ride
Three of:
Commerce, Courtesy, Culture (any), Language (any), Navigation, Seamanship, Streetwise

Our way, until the RQG comes out, a Sartarite Issaries merchant would look like this:

Athletics, Endurance, Folk Magic, First Aid, Locale, Perception; and either Boating or Ride
Three of:
Craft (any), Healing, Lore (any), Musicianship, Navigate, Survival, Track, Combat Style (cultural)

Career skills
Boating, Customs, Deceit, Insight, Influence, Locale, Ride
Three of:
Commerce, Courtesy, Orlanthi Culture, Language (any), Literacy, Navigation, Seamanship, Streetwise, Devotion, Runic Affinity, , Cult Lore,

Anyways, hope that gives people something to work with until RQG comes out.
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Re: How we've started rolling up characters

Postby hkokko » Tue Oct 27, 2015 11:32 am

I have used - background skills from the (civilised,barbarian, nomad etc). Add skills for chosen profession available in those. when initiating to cult - select cult skills in addition.
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Re: How we've started rolling up characters

Postby Mankcam » Sat Dec 05, 2015 11:44 pm

Just designate 3 of the 11 Cultural Skills to be interchangable Cult Skills. That should work if you want a heavy cult influence during Char Gen.

There is a good chance that the cult skills will overlap with professional skills in any case - for example, a worshipper of a Hunter God will likely choose the Scout professional skills.

But I guess its redundant now what was going to be in AiG or RQ6, they are both vapourware now unfortunately, from a consumer point of view.

But on the other hand, this frees you up to run things your own way now :-)
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