Trifletraxor
Mongoose
Pentallion said:As for your first question, how do I make it fit with the rules, I pretty much went into those details in my original post. You can see my examples of how to apply the Runic system to Spirit Magic. I basically don't use the MRQ system at all. I stick with the old RQ system but tweak it by making it more Runic.
I've read your original post, but can't see the answer to my question there, which was: how do you make this stick with the old divine spell rules? I'm not talking about MRQ rules, they all need houseruling anyway. You say a RuneLord/Master would keep his divine magic reusable after quitting a cult. How do you make this fit with the previous rules/world?
Then each character has to learn a skill in each Rune. Only upon Rune Mastery can he actually tatoo the Rune onto himself and call upon it's powers. Now, by this I don't mean he learns, say, the Water Rune and can cast spells using Water Runes. By Rune I mean more than that, I mean the combinations of Runes like Water and Mobility for Zola Fel. I count that as ONE Rune. Knowing and mastering that Rune would give him skills in Water and Mobility separately (I give them half their skill in each separate Rune of what they have in the Combined Rune.)
Hmm... I don't like characters to have a skill in a rune. Doesn't really fit with my view of Glorantha, but game-technically it could work.
SGL.