I've had this idea for a while but didn't have any luck deciding on how to carry it out. I'm not very good at designing game mechanics.
Ryhopewood's method to design cultural backgrounds inspired me, and it could be applied to cults with modifications.
This could be used so that GM's don't need pre-made cults ahead of time, and players can design exactly what they want by themselves.
This is a rough draft that I wrote up in about 45 minutes off the top of my head, and I haven't had time to refine it, so its not very good. It would probably help if I had the MRQ2 Cults book.
Let me know what you think. Any suggestions or advice is welcome. I'm going to keep working on it.
Cults consist of the following 7 elements – Runes, Common Magic, Advanced Magic, Myths, Skills, gifts and duties.
1 to 2 Runes that his cult will be associated with.
Common Magic spells
Advanced Magic
myth
5 skills
gift.
You have 8 Cult Points.
1. Choose 1 or 2 runes that the cult is associated with, this does not cost a point.
2. Choose Common Magic spells, each spell is 1 cult point.
3. Choose what kind of advanced magic the cult will use, every Divine or Sorcery Spell costs 1 point. Every spirit for Spirit Magic costs 1 point.
4. Every Myth costs 1 point.
5. Choose 5 skills to be cult skills. Divine Pace, Lore (Specific Theology), Manipulation, Sorcery (Grimoire), Spirit Binding and Spirit Walking are already included. The first 5 skills are free, each one after that costs 1 point per skill.
6. Choose gifts, bonuses, or advantages that the cult has or gives.
7. Choose duties, for every duty depending on its severity or difficulty can earn 1 or more Cult Points for further development of the cult.
Hyperion the Sun God
Fire, Law
Common Magic— Cauterize, Ignite, Fire Blade (3 CP)
Advanced Magic(Divine)--- Blessing, Reflection, Resurrect, Sun Spear (4 CP)
Myth--- Sun’s Glory (Resonance 60%) Obey the Emperor, live honorably, show no fear. (1 CP)
Traitor’s Folly (Resonance 75%) Never betray your people, follow the law. (1CP)
Cult Skills--- Athletics, Resilience, Courtesy, Sing, Sword and Shield style.
Gift--- Rune Lords receive a steel sword and shield for dedicated service. (1 CP)
Duties--- Defend temples of Hyperion (No Point Bonus, it’s a pretty basic duty of all cults) Never Surrender in Combat (3 CP Bonus).
Ryhopewood's method to design cultural backgrounds inspired me, and it could be applied to cults with modifications.
This could be used so that GM's don't need pre-made cults ahead of time, and players can design exactly what they want by themselves.
This is a rough draft that I wrote up in about 45 minutes off the top of my head, and I haven't had time to refine it, so its not very good. It would probably help if I had the MRQ2 Cults book.
Let me know what you think. Any suggestions or advice is welcome. I'm going to keep working on it.
Cults consist of the following 7 elements – Runes, Common Magic, Advanced Magic, Myths, Skills, gifts and duties.
1 to 2 Runes that his cult will be associated with.
Common Magic spells
Advanced Magic
myth
5 skills
gift.
You have 8 Cult Points.
1. Choose 1 or 2 runes that the cult is associated with, this does not cost a point.
2. Choose Common Magic spells, each spell is 1 cult point.
3. Choose what kind of advanced magic the cult will use, every Divine or Sorcery Spell costs 1 point. Every spirit for Spirit Magic costs 1 point.
4. Every Myth costs 1 point.
5. Choose 5 skills to be cult skills. Divine Pace, Lore (Specific Theology), Manipulation, Sorcery (Grimoire), Spirit Binding and Spirit Walking are already included. The first 5 skills are free, each one after that costs 1 point per skill.
6. Choose gifts, bonuses, or advantages that the cult has or gives.
7. Choose duties, for every duty depending on its severity or difficulty can earn 1 or more Cult Points for further development of the cult.
Hyperion the Sun God
Fire, Law
Common Magic— Cauterize, Ignite, Fire Blade (3 CP)
Advanced Magic(Divine)--- Blessing, Reflection, Resurrect, Sun Spear (4 CP)
Myth--- Sun’s Glory (Resonance 60%) Obey the Emperor, live honorably, show no fear. (1 CP)
Traitor’s Folly (Resonance 75%) Never betray your people, follow the law. (1CP)
Cult Skills--- Athletics, Resilience, Courtesy, Sing, Sword and Shield style.
Gift--- Rune Lords receive a steel sword and shield for dedicated service. (1 CP)
Duties--- Defend temples of Hyperion (No Point Bonus, it’s a pretty basic duty of all cults) Never Surrender in Combat (3 CP Bonus).