Killing for runes

Mage said:
It sounds like it beats D&D with its mass production of magic items. You'd swear their was an industrial estate for them in every village.

:lol: :lol: :lol: :lol: :lol:

That is hilarious, because it is HARD to beat that magical horrorshow called Forgotten Realms where 18th level mages were as common as cobblestones and the average joe has a few thousand gold pieces stored under the house.

-V
 
Mage said:
It sounds like it beats D&D with its mass production of magic items. You'd swear their was an industrial estate for them in every village.

Just wait for the Clanking City...
 
I like your approach Rurik and may well use it myself. I have been toying with a couple of ideas myself.

1) Minor Runes/Cult Runic associations - Upon being initiated into a Rune Cult, a worshipper is paritally attuned to his god's runes. This association allows them to build a Runecasting skill and learn Rune Magic associated with those runes. The character does not get the runic powers gained by attuning a proper rune. Nor does this runic association have a physical form that can be removed by some corpse-robbing "pelado" for his own use.

2) Runic Prohibition - this is a bit obvious but I've come across GMs who don't seem to use it. Most cults have, for want of a better term, Anathemetic Runes (i.e. Most Troll cults hate Fire/sky (except them Zorak Zoran weirdos) Yelm worshippers hate Darkness etc). Any attempt to attune such a Rune will excommunicate the worshipper and invoke a Spirit of Retribution. (Just say "No", Kids!) The exception is the insidious rune of Chaos, see below. Skybolt is now associated with Storm in my game so that loyal Orlanthi can still use it (as they should). If a candidate for initiation has already attuned a forbidden rune, he will be denied entry until he has undergone the Ritual of Severance for that Rune.

3) Chaos Rune - The importance of Chaos to Glorantha requires special consideration. Anyone can attempt to attune the Chaos rune regardless of cult prejudices. However doing so will cause the individual to register on Sense Chaos as the character in now tied to the Chaos Rune. Worse yet there is a POW x 1% chance that the hapless attuner will develop a Chaos Feature. As noted above Skybolt is now associated with the Storm Rune, but Chaotic's have access to the Spell Entropic Blast, which is Sky Bolt with the serial number filed off!

4) Ritual of Severance - This is a universal ritual known by almost all Cults and Orders. It involves a full day of fasting and meditation or chanting & trance-work (depending on the nature/preferences of the Cult) per Rune to be severed. At the end of the ritual the Runes focussed on are disassociated. The Player must also roll above the appropriate Runecasting skill to see if it survives in a useable state. The higher a players skill the more "tuned-in" he is to the rune and the more traumatic the process of severing it. He does not regain the POW spent to attune the Rune as it expended not just tied up as it would be for a Rune Spell. It is not a Ritual undertaken lightly and is usually done to get rid of inappropriate runes prior to advancing within a cult.

The Chaos rune may be severed, but the Cult will usually demand a quest to prove the recipient is suitably contrite. Of course certain cults such as Storm Bull or Zorak Zoran will only offer the simpler, more efficient solution of Decapitation or Dismemberment, but that's the kind of fluffy guys they are!

That's my two-penn'th anyway and apologies that it is longer than I expected!
 
The whole subject of runic inetgration as a problem comes up from time to time. I am still not convinced it is a problem, at least in a runes are common setting.

But some other approaches I have toyed with are:

1) Runes are NOT tied to the integrator. Once you have say integrated an Earth Rune ANY Earth Rune can be used to cast a spell that requires an earth Rune. They are in effect interchangeable. Not only does this solve the problem of Runicide, but the other problem I see as just as big if not bigger - If you lose an integrated Rune you cannot ever cast spells that need that rune.

1a) with the above system I have considery a rule that says once you gain mastery (90%+) in a runnecasting skill you no longer need a physical rune to cast spells for that rune.

2) This is the complete opposite of the above - once a Rune is integrated it may never be used by another. The Rune and integrator are forever linked - the Rune dies with it's 'soul-mate'. However, using ideas from the Runic Power pdf (I really like it's take on how runes fit into the world - the blood of the gods is really a theistic view only), a new rune may appear where the integrated person died after time (he bleeds on a rock, and eventually an earth rune manifests, or as his body decomposes a death rune appears on his skull, etc).

Both of those solve rune killings. I actually went into a really long analysis of how the MRQ rune system fits into what we know about Gloranthan metaphysics so to speak. I'm too lazy to search up that bit right now but may do so if anyone expresses an interest.

Another really cool idea someone else had come up with (I can't remember who) is that you only get the Runic Power for after reaching a certain level in that Runes runecasting skill (60%, 75%, 90% - whatever floats your boat). That prevents everyone from integrating every rune just for it's powers.

Realistically you can only specialize in 2-3 runes - there are just not enough improvement rolls to go around to be really good at more than that.
 
Now here is a questoin for you. You integrate a rune. It should have more ffect than just letting you do a spell and giving you a trait. I recall from reading rune of chaos that the bad guy mutates and gets another ability from the Chaos run. Also, I'd imagine no trol worth their salt would ever integrate a chaos rune.
 
juhanfg said:
CarlQ said:
One presumes that the relevant Runecasting skill would also be lost, and - should the character in question later re-integrate this rune, or another of the same type - the skill would reset to the base level, yes?
I think that I would keep the runecasting skill at the same level until a new rune of the same type is integrated.
I tend to go with juhanfg on this. It's a skill, and it's been learnt. Especially important given the range of Runes and limited chances to increase the skill in casting (but I use Petty-Magick for those who want to focus more on spellcasting, anyway).
Mage said:
I'd imagine no trol worth their salt would ever integrate a chaos rune
I also run with the general fear of Chaos on this. Why, people ask, has that adventurer integrated himself with the Chaos Rune? Trolls kill such peeps on sight, others are _very_reticent about letting the Chaos-Integrated character into their city/town/etc. Detect Chaos is _such_ a useful spell... :wink:

As was mentioned before "Just say no, folks!" :D
 
Mage said:
Now here is a questoin for you. You integrate a rune. It should have more ffect than just letting you do a spell and giving you a trait. I recall from reading rune of chaos that the bad guy mutates and gets another ability from the Chaos run. Also, I'd imagine no trol worth their salt would ever integrate a chaos rune.

I like the idea (taken to a silly level of course) that for intergrating a plant rune could cause an inidvidual to sprout leaves & flowers. Somebody with a fire rune could smolder slightly the list is endless :lol: :lol: :lol:
Not really playable, but I do as mentioned above associate all sorts of nastiness with the Chaos rune.

I do consider the personality of the character to be slightly altered by attuned runes. Someone with the Death rune might seem distant or detached in some way, Fire runes make people cranky and aggressive. Movement runes make people mercurial and flighty, whereas Stasis would tend to make one stubborn but dependable. Life/Fertility lend a certain vivaciousness and the Beast rune tend to make the bearer more savage and rough-mannered. The list goes on, it generally only works if you are focussed on two or three runes, but as Rurik says, improvement rolls being a bit harder to come by these days that is good sense.

What do other people think of this idea?
 
It's a nice, in-game idea, CharlieMonster, for describing how characters are altered by the ingrained magical items they acquire.

Spirit Rune - an impression of luminosity and is distant
Harmony - friendly turn to a face, relaxed
Truth - Open, honest, features; tends to rarely lie (that might be interesting - penalty on Influence checks when lying?)
Shadow - features become clouded, sideways glances (?) (perhaps a bonus on Influence when lying?)

And what about combinations?

Movement & Air = Storm - tendency towards rage, quickly gone
 
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