True Malkioni Sorceror Roxxors?

SJE

Banded Mongoose
So, according to Cults, the True Malkioni priest (equivalent of a fervent member) gets the Abiding Book Grimoire with every MRQII rulebook spell in it (essentially the entirety of the Sorcery chapter).

Which kinda means that they will have a lot more flexibility (and thus power) than other sorcerors. So lets look at some practicalities?

Can a starting player character begin play as a True Malkioni Priest?

- from what I can see, the requirement to be a Fervent Member (p.147 rulebook = Adept = Priest) is that you have had 2 years in the cult, have 5 cult skills (Courtesy, Craft (any), Evaluate, Influence, Insight, Lore
(Bureacracy), Lore (Diplomacy), Lore (Malkion), Lore
(Politics), Manipulation, Oratory, The Abiding Book
Grimoire of which any decent sorceror is going to have high Manip & Grimoire, and probably a bit of Influence and Insight and some Lore). So thats doable as a starting PC.

Then you have to donate 25% of moneys earned to the cult and go to Church once per week (may be difficult if adventuring outside of Malkioni lands, but presumably as a Priest you can hold a service for yourself wherever you are)

And finally you can only be a a Novice or Apprentice in other non-hertical Sorcery Orders (I think the following qualify -Bardan's Book, Emanationalism (who have a heretical sub-order which implies the main order isnt heretical) Esvulari (no benefit to learning their grimoire though- no unique spells), Hadmalists (if you really want 'Familiarity') , Hwarosian Mysteries, Volanc Knights (again no new spells) , Order of Otherworld Explorers) Order of St. Waertag, St Taylor and Saint Xemelia)


- Most True Malkioni Sorcerors are unlikely to bother learning common Magic (as Sorcery can do nearly anything better) so their major problem is going to be the Int cap on the number of spells known. Is there a way to expand that cap or bypass it without increasing Int?

Anyone else made a similar character?

SJE
 
SJE said:
I'll believe it when they update the PDF.
SJE
If you give all those spells to a player, then take them away again later, that's going to cause problems. Especially if the player's been using the spells in scenarios, then those results become retroactively impossible.

I've been quite cautious about dishing stuff out that I might change my mind about - such as halving the effect of Enhance, better to give the full effect later if I'm happy that it is not overbalanced, than to take away their toys.
 
PhilHibbs said:
If you give all those spells to a player, then take them away again later, that's going to cause problems. Especially if the player's been using the spells in scenarios, then those results become retroactively impossible.

Did you hear about the latest experimental expedition into the Hero Plane? What a catastrophic failure that was. No survivors, and the effects of Enhance spells have been halved ever since, Glorantha wide. The Emperor realy needs to reign in these guys while we Malkioni still have any useful magic left.

Simon Hibbs
 
simonh said:
Did you hear about the latest experimental expedition into the Hero Plane? What a catastrophic failure that was. No survivors, and the effects of Enhance spells have been halved ever since, Glorantha wide. The Emperor realy needs to reign in these guys while we Malkioni still have any useful magic left.
Don't be daft, how could anything go wrong with the Empire's magic? It's all sanctioned by the Abiding Book, and therefore perfect!
 
PhilHibbs said:
simonh said:
Did you hear about the latest experimental expedition into the Hero Plane? What a catastrophic failure that was. No survivors, and the effects of Enhance spells have been halved ever since, Glorantha wide. The Emperor realy needs to reign in these guys while we Malkioni still have any useful magic left.
Don't be daft, how could anything go wrong with the Empire's magic? It's all sanctioned by the Abiding Book, and therefore perfect!


:roll: ...... I'm off to lurk in the shaminism thread. :wink: :lol:
 
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