The Wolf said:Feel free to share this with other forums where people might be worried about SGB. I'd like as many of them to know that I'm 100% committed to making this book shine. At least as much as I'm allowed to re-write.
Darren
I like this one. Flashes of Thulsa Doom in the Arnold Conan movie.The Wolf said:Zanthiss, the Great Serpent
I wonder if the same effect could be realised by expanding the spells in the Cult Grimoire with more complex/powerful spells that have the same effect (ie Abjure Air) as one's rank increases.A priest is usually just another type of sorcerer, whose spellcasting ability is independent of the god he claims to worship. The gods cannot grant spells and powers to their followers. They can, however, teach spells and other secrets to humans (just like two humans can teach each other magic)
Priests in the cults of Xoth often have access to unique Heroic Abilities. These abilities are not gained automatically, rather each one requires some sort of demand, sacrifice or quest in which death is usually the least of the candidate's worries. The precise nature of the task varies by the capricious whims of the deity and Gamesmasters can use this to create scenarios for player character priests or even to draw player characters into opposing the task. Of course, the nature of the cults is such that the other priests of the cult are likely to be doing their best to ensure that the usurper meets a grisly end.
Cults
The following lists the various religious cults of the world, describing their priests, temples, rituals, and secrets. If a Games Master feels that the powers of the Adepts and High Priests are a little too dramatic and powerful for their game they can be replaced with the applicable spell or negated entirely. A Games Master can also give a 10% chance base to the Adept and High Priest when creating or running an NPC from one of the adventures to determine if they possess these powers/secrets.
It is also worth noting that Heroic Abilities all have a cost so a new Games Master to Legend may want to read Page 218 of the core rulebook. In terms of the World of Xoth, these gifts are not taught lightly or given; they might require a specific quest or even great sacrifice or personal cost to the priest. If the priest is a player character of one of these cults it could be a springboard for even greater adventures. These gods are capricious beings and their followers may well be working at odds to stymie the plans of a potential new High Priest or Adept, after all, who wants another Alpha wolf in the lair?
The Wolf said:Funny you should say that DeleriadI have just written a couple of things regarding the powers, including something similar to that.
Cults
These gods are capricious beings and their followers may well be working at odds to stymie the plans of a potential new High Priest or Adept, after all, who wants another Alpha wolf in the lair?
Yetara, the Outcast Priest of Yot-Kamoth
Male Lamuran
Value 1D20 Hit Location AP/HP
STR 10 1-3 Right Leg -/5
CON 12 4-6 Left Leg -/5
SIZ 11 7-9 Abdomen -/6
INT 16 10-12 Chest -/7
POW 14 13-15 Right Arm -/4
DEX 14 16-18 Left Arm -/4
CHA 14 19-20 Head -/5
Combat Actions 3 Armour: None
Damage Modifier +0
Magic Points 14 Traits: None
Movement 8m
Strike Rank +15 Common Skills: Athletics 64%, Brawn 31%, Culture (Own) 82%, Dance 48%, Drive 38%, Evade 68%, Evaluate 70%, First Aid 40%, Influence 88%, Insight 55%, Lore (Regional) 77%, Perception 60%, Persistence 68%, Resilience 44%, Ride 38%, Sing 48%, Sleight 38%, Stealth 60%, Swim 42%, Unarmed 34%
Advanced Skills: Acrobatics 64%, Courtesy 50%, Healing 50%, Language (Native) 80%, Lore (Yot-Kamoth) 72%, Meditation 48%, Oratory 48%, Streetwise 38%, Survival 36%, Sorcery 62%, Manipulation 60%
Sorcery Grimoire (Silken Web): Hinder, Holdfast, Palsy, Wrack
Heroic Ability: Poison Immunity
Weapons
Type Range Size Reach Damage AP/HP
Quarterstaff - M L 1D8, Stun Location 4/8
Combat Styles
Temple Failure (Quarterstaff, Dagger): 64% (no longer uses Spider Bite Style)
Possessions: Quarterstaff, grey hooded robe, Lamuran turbaned cap, emerald spider signet ring (worth 75 sp), 1 dose of blinding-powder, 1 dose of dreaming-powder, 150 sp.
Description: Yetara is middle-aged, thin and wiry, with a clean-shaven pate and staring dark eyes lined by heavy eyebrows. He wears a grey hooded robe with long sleeves, as well as a turbaned cap in the Lamuran fashion. Now an outcast from the cult of Yot-Kamoth, he has vowed to some day return to Lamra and exact revenge upon his former cult brothers, claiming the position of high priest that he thinks he deserves.
Tactics: In general, Yetara stays away from physical combat and lets Sefu deal with opponents. The priest uses his staff to strike against lightly armoured opponents, and finally uses his alchemical powders when in personal danger.
Special Note: Since Yetara has been cast out from his cult, he does not currently gain any benefit from his rank within it. He has lost his Sorcery Grimoire and his relevant powers/boons, save for the first Heroic Ability. His stats however can account for the recovery of the Grimoire.
Agree wholeheartedly.RangerDan said:...maybe Evade would be a better way to resist the blast than Resilience?
Thanks again for your efforts and all your activity on the boards! (nice to see your thought process in action).
Cheers,
Dan
DamonJynx said:My take on D20 conversions to Legend re the saving throws are:
- Fortitude (CON based) = Resilience
Reflex (DEX based) = Evade
Will (WIS/POW based) = Persistence
Prime_Evil said:Hmmmm....I wonder if it would be possible to build a spreadsheet to automate the process of performing a rough conversion from d20 to Legend...