Best build for a God Learner Sorceror?

SJE

Banded Mongoose
So, if I wanted to create a starting Brithini or Seshnelan Sorceror with the power to kill a man by looking at him, what would be the best character build and/or Grimoire to go with? POW and INT maxed, Sorceror as a Profession I'm guessing, but what are the best/most useful spells and other choices I can make.

Thx.

SJE
 
Lets assume anything published, including the Zzabur personal grimoire of any 6 spells. In fact which published grimoires have the most spells within?

Thx

SJE
 
Again, it depends on what spells the sorcerer has access to... is he/she a member of an order, a church, or an association?

Are they working independently of established arcane structures? If so what contacts do they have? (and how much money, and/or political influence).

Western sorcery is part of a social milieu with rules and customs — it isn't a "pick-n-mix" buffet, so there is no hard and fast route to "ultimate power".
 
Well here is the background- I'm trialling a Living Glorantha character. I've read a fair bit of Glorantha over the years, played some HQ at cons, but never, ever played RuneQuest (any variety). So I want to create a starting PC with options out of the corebook (as my best guess is that will be legal in LG, probably with the attribute point buy method) and I quite like the idea of a powerful God Learner sorceror (in as much as starting character generation allows) and then I can expand from there (I'll throw in some engineering and Heortling mythology lore, so I can try to civilise those barbarian Orlanthi and rewrite their primitive myths).

So having never made a Rune Quest character before, what should I do? What are the tips and hints that those of you with more experience can suggest?

Thx.

SJE
 
SJE said:
Well here is the background- I'm trialling a Living Glorantha character. I've read a fair bit of Glorantha over the years, played some HQ at cons, but never, ever played RuneQuest (any variety). So I want to create a starting PC with options out of the corebook (as my best guess is that will be legal in LG, probably with the attribute point buy method) and I quite like the idea of a powerful God Learner sorceror (in as much as starting character generation allows) and then I can expand from there (I'll throw in some engineering and Heortling mythology lore, so I can try to civilise those barbarian Orlanthi and rewrite their primitive myths).

So having never made a Rune Quest character before, what should I do? What are the tips and hints that those of you with more experience can suggest?

Thx.


SJE

Are you playing in a Living Glorantha game at Continuum? And/or coming to the Mongoose Open Day?

Either way, let me have an email address for you: I have a Living Glorantha Players Guide with chargen written up...
 
SJE said:
No advice on sorceror spells? No Sorceror players out there?

Thx.


SJE

The problem is that RQ character generation doesn't work as a build. Spell selections for grimoires are determined by culture and history and you access a grimoire by joining an order. Some of the God Learner Grimoires may be in the Glorantha core book but I don't recall off hand. I presume they'll be spelled out in more detail, however, in the Cults book.

Unlike games like D&D, GURPs, Hero etc where you pretty much have a free choice from a large selection and can optimise, in RQ your magic is determined by the organisations you join.

As for the power to kill a man by looking at him, you would need the Grimoire of the "Wonder Boy" order with its unique spells "Tenacious Destruction," "Mighty Weapon" & "Impressive Crevasse."

Warning: this post may contain nuts.
 
SJE said:
No advice on sorceror spells? No Sorceror players out there?
Unfortunately all my experience with RQ sorcery is from pre-Mongoose rules sets where each spell was a separate skill and learned independently, there was no concept of "grimoires". I think the Wrack spell is the closest the rules have to a "kill with a glance", but you'd need a skill of over 100% and a lucky location roll (or an aimed Unarmed attack to the head) to have a chance of an instant kill. So, if you can't find a writeup of a grimoire that includes Wrack, you'll need to write one up yourself that has a bunch of appropriate spells for the name and origin that you invent. Don't be too greedy, try to make it balanced. Here's my suggestion:

Tome of Subjugation
Abjure Remorse, Attract Magic, Diminish Strength, Diminish Intelligence, Enhance Charisma, Hinder, Holdfast, Wrack
 
Smother is pretty damn deadly too. Keep in mind the spell is autonomous, so once cast does not require the casters concentration, and lasts a minimum of the casters POW in minutes without a duration manipulation.

So for a Sorcerer with a 12 POW that is 144 rounds of asphyxiation damage. Good luck.
 
As you're creating a Living Glorantha character, I ought to point out that GMs can check and bar any character that they feel isn't appropriate to the scenario being run. So, whilst you may want to play a 'Kill You At A Glance' sorcerer, the GM, if he feels someone with such power would unfairly unbalance the scenario, can veto the character. He must tell you why he's vetoing, of course, but there need to be some checks and balances against mini-maxing.
 
Well isnt that the purpose of the MLG Character creation guidelines? So I can create a legal character that I can play at any Living Glorantha con game without it being rejected? To have consistency across the campaign and not according to the GM at the tables personal preference?

For example, if the guidelines says that Smother isnt for PC's, then I wont take it. But if it is, then I'd expect to be able to cast Smother at any bad guy in any MLG scenario (if the circumstances allowed it and I had sufficient magnitude etc) without the GM suddenly telling me that its banned at his table because in his or her opinion its over-powered.

SJE
 
SJE said:
Well isnt that the purpose of the MLG Character creation guidelines? So I can create a legal character that I can play at any Living Glorantha con game without it being rejected? To have consistency across the campaign and not according to the GM at the tables personal preference?

For example, if the guidelines says that Smother isnt for PC's, then I wont take it. But if it is, then I'd expect to be able to cast Smother at any bad guy in any MLG scenario (if the circumstances allowed it and I had sufficient magnitude etc) without the GM suddenly telling me that its banned at his table because in his or her opinion its over-powered.

SJE

I think what you're missing is that sorcerers in Glorantha don't acquire individual spells but that they acquire packages of spells through pre-defined Grimoires and they acquire access to those grimoires by joining an order.

Therefore, if you want your character to have access to a spell that kills with a glance (Wrack or Smother are good bets) then you need to join an order which has a grimoire with one or both spells in.

At the moment, there's not much detail in published material so we're all a bit short of knowing what grimoires are available. If you have the Glorantha core book, check through the various grimoires listed.

Now it is of course always possible for players and GM's to make up their own orders and grimoires for campaigns. I don't know what the rules for Living Glorantha will be, but I suspect that they'll disallow player-designed grimoires because, frankly, not all grimoires are equal.

On the other topic, Brithini are not good choices as PCs. In many ways heir mindsight is as alien as the mostali and dragonewts. Possibly an interesting challenge in a local campaign but again I wouldn't mind betting that they're not a permitted species for PCs in Living Glorantha.

As for making a nasty sorcerer. The most obviously painful spells are Wrack and Smother. Wrack is quicker. Palsy may not be a kill spell but it can render someone helpless faster than the other two. Enhance INT (and DEX) is always good to give you a boost to both spell casting and Combat Actions. Damage Enhancement can be cast on magic so you can Enhance your Wrack spell. Neutralise Magic is always a good weapon because theists tend to use a lot of magic routinely, especially the Orlanthi. neutralising a Fly spell is pretty much kill with a glance. Be aware however that theists can easily get much higher divine spell magnitude than a sorcerer can easily cope with. A grimoire with access to a reasonable number of those spells should get you what you want to do.

Finally though, you may have good magic to kill people with but if your order frowns on gratuitous violence then you're in the wrong place. RQ in general has a premise that checks and balance are not necessarily a part of the game system but are a part of the setting. An order full of wizards who go around killing at a glance is going to be such a threat to the world in general that it'll either be hunted down and exterminated by peasants with pitch forks or be so isolated that members of it will be feared, distrusted and generally avoided that they'll spend their times cackling madly to themselves in towers.

If your character *is* a weapon then people out there with more power than you will either use you or destroy you.
 
SJE said:
Well isnt that the purpose of the MLG Character creation guidelines? So I can create a legal character that I can play at any Living Glorantha con game without it being rejected? To have consistency across the campaign and not according to the GM at the tables personal preference?

For example, if the guidelines says that Smother isnt for PC's, then I wont take it. But if it is, then I'd expect to be able to cast Smother at any bad guy in any MLG scenario (if the circumstances allowed it and I had sufficient magnitude etc) without the GM suddenly telling me that its banned at his table because in his or her opinion its over-powered.

SJE

Of course. However, what I should probably have added is that it might be a good idea for you to create two or three characters of different cultures/backgrounds/professions and so on. A Living Glorantha scenario might be best suited to Orlanthi characters for instance, making your sorcerer very difficult to rationalise into play: thus, if you have an Orl;anthi alternative, then you'll have fewer issues.

There'll be three LG scenarios running at Continuum: one Orlanthi, one EWF and one God Learner focused - so showing up for the God Learner scenario (The Golden Liberation Society) with your sorcerer won't be an issue. But if you tried to take the same sorcerer into the Orlanthi game, you might encounter issues. It will be up to the GM at the table, on the day.
 
OK, thats interesting. Living Arcanis had similar variations in factions and agendas, but they were mostly committed to letting nearly every PC play any module. You did get some odd moments every now and then and you had a fair bit of intra-party conflict which made the intrigue all the more fun. (they had a rule that you could plot against each other but you couldnt attack each other)

But this set up of 3 different facts, really needs to be communicated a bit more broadly as most people will turn up with only 1 character and not 3. And if you let people know ahead, they might be able to create more neutral (or less aligned) characters who could potentially work/serve/befriend any and all 3 of the factions (no one hates hsunchen do they? :-) or Durulz)

But yes, definately needs mentioning in the Living Glorantha forum.

SJE
 
SJE said:
OK, thats interesting. Living Arcanis had similar variations in factions and agendas, but they were mostly committed to letting nearly every PC play any module. You did get some odd moments every now and then and you had a fair bit of intra-party conflict which made the intrigue all the more fun. (they had a rule that you could plot against each other but you couldnt attack each other)

But this set up of 3 different facts, really needs to be communicated a bit more broadly as most people will turn up with only 1 character and not 3. And if you let people know ahead, they might be able to create more neutral (or less aligned) characters who could potentially work/serve/befriend any and all 3 of the factions (no one hates hsunchen do they? :-) or Durulz)

But yes, definately needs mentioning in the Living Glorantha forum.

SJE

It will be. Detailed announcements are imminent.
 
Generally I like to play the same character in a Living campaign (I know others like to have lots of Alts but I don’t like to get confused over which character learnt what in past modules, so if I play the same character its less of an issue- he knows what I remember) so I’m now thinking I should do a character that could conceivably fit into all the factions. Would a fairly agnostic wandering Issaries traderman be a reasonable fit? He trades between both the draconised and traditional Orlanthi as he follows the road, seeking to make a fair deal with all he meets, with gifts and a ready tale, he’s welcome at many a hearth in Dragon Pass and beyond. Why he’ll even trade with God Learners and spin them a yarn or two when they ask for stories of the Old time…. Certainly their gold is good and that’s the main thing.

SJE
 
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