Pact without dedicated POW?

johnnyq

Mongoose
Hi,

A few Qs re: divine magic & cults;

1. Can a starting character begin play as an initiate?

2. Is it the case that only Initiates can have a pact skill? (because lay members can't dedicate POW)

3. Will Cults of Glorantha have Associated Cults providing magic (like in the good old 3rd ed days)?

Cheers,

Rusty
 
1. Can a starting character begin play as an initiate?
Yes. If he meets the requirements...

2. Is it the case that only Initiates can have a pact skill? (because lay members can't dedicate POW
)
Usually, yes. Initiation is a solid, life-changing commitment to a god. Most worship the god in simple, intimate ways, but initiates and above have expressed the desire to become like their god - which is what the Pact represents and measures.

3. Will Cults of Glorantha have Associated Cults providing magic (like in the good old 3rd ed days)?
Yes.

:)
 
RAW suggest they could - can you see a barrier to this?

Or is it that you assume that the >100% pact would mean the person in question would no longer have free will?

Rusty
 
Having Pact > 100 shouldn't mean that the character has no Free Will. However, it does mean that they can do Difficult things without too much of a problem.

I've never liked the idea that PCs are taken out of a game when they reach a certain level, so don't like the idea of not having Free Will etc.
 
My mention of free will relates to p116 of the RQII Core Rulebook:

As the pact increases, so does the propensity to act in the way or ways of the god or focus of veneration acts - much in the way that Myth Resonance influences behaviour.

There is more commentary after that sentence, for the curious.

Cheers
Rusty
 
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