Tuesday, February 6, 2024

Clothing Makes The Man (MyD&D)

Everything has a level in MyS^amp;D. This especially includes executive positions in the hierarchy. For example your typical bishop of a mostly rural bishopric is 6th level in the religious hierarchy, whilst an ordinary king is 12th level in the aristocratic hiierarchy. So how can a ordinary person, who is at most 4th level, occupy these postions?

The answer is regalia.

Regalia

Regalia is essentially a special outfit that boosts the character's statsuslevel when worn. As such it is essentially conidered tp be +0 magic otems made by a tailor. As such they give the character a status boost in appropriate situations equal to the normal bonus that the craftsman procvides. Since these are normally drefined by custom the appropriate bonus are predetermined, but require finding a tailor of the appropriate level. Fortunateley an ordinary tailor is considered to be common, so they are easy enough to find in an appropriate location that supports their existence. Assuming one can pay the raw material cost (which,given the technology of the time, woukld be heavily weighted towards the labour as wella s the materials' embroidery is very time intensive).

RegaliaBonusLocation
Royal+5Royal City (A+)
Princely+4Large City (B+)
Noble+3Medium City (C+)
Official+2Small City (D+)
Uniform+1Town (D+)

For example a bishop is considered a noble of the church, so the standard bishop robes provide a +3 bonus to the character's leve;, meaning the bishop of a rural diocese is at least 3rd level, whilst one of a rich diocese is at least 4th level. Being a ubiform of sorts, if the character is of hiher level they still hav to wear the robes even if they are already of the 6th level or higher. It will just make them more notable attendee at a bishop's conclave (perhaps leading to the idea that they deserve a more presitiod diocese).

However the +5 status boost provided by a king's robes of state is generally not sufficient to propel a 4th level character to 12th level. For that we need to combine it with a crown, which is a special piece of regalia made by a jeweller. Again, a crown is a +0 magic item made by a jeweller this time, but unlike most jewellry, because it is considered a uniform of sorts it provides its status boost in addition to the special outfit. So a royal crown, combined with a the robes of state, can increase a characters level by +10.

Note that regalia only needs to be worn in the appropriate ceremonial situation to "secure" a character's position in a social hierearchy. The memory of such occaisions is generally sufficient to cement the idea in the populace that they have a right to occupy that position. Although it is not that unlikely for ambitious members of the hierarchy to "forget" when the character is not in their regalia. On the other hand a 12th level character would have a sufficiently majestic aura to renmind people that this is the king without any special clothes.

The main reason for this is to price the cost of the regalia required of a position in existing game terms.

Special Outfits

Special outfits are single use regalia (the potions of the clothing world) for special events, such as a ball or attending court. They generally provide a status boost for that event only, allowing the attendee to mix more freely with their social betters. Ballgowns are a prime example of a special outfit. Again, they may be combined with jewellry for the purposes of providing a status boost

Tailors

A tailor is a craftsman that can make and repairs clothing with portable tools (although often they will occupy a boutique to sell the clothes with attached sweatshop to do the actual swing). A tailor with a shop is able to make the materials from which clothes are made. particularly magical clothes. However most tailors are ordinary craftsmen, in which case their skill level normally only determines the status bonus, and they are unable to make magical clothing,

An extraordinary tailor is able to amke magical clothing in a shop, using a loom as the equovalent of a smith's forge in the process.

  • A +1 outfit is a magically perfect outfit. It is perfectly comfortable to wear, tough, and generally stain and weather reistant.
  • A +2 outfit is generally carries a number of enchantments. Immunity to charm is a quite common one for royal or judicial robes, for example.
  • A +3 outfit must be produced on an elemental loom charged with the appropriate elemental energies and will have the effects appropriate to the energies embued in the cloth. For example investing a bishops robes with holy energies would oprovide the wearer with protection from evil and a degree of magical immunity at the very least. Supernatural creatures would burn when they come in contact with the robes and would have difficulty maintaining a glamour in their presence.
  • A +4 outfit will have some magical effect. For example a Cloak of invisibility which provides the wearer with true invisibilty (rather than just the glamour that is embued by a +2 outfit with an invbisibility ernchantment. It would need to be made on a magical loom specially made for the task.
  • A +5 outfit provides a major magical benefit, For example Death's Cloak from the haeey Potter franchis is not just a cloak of invisibily, but can allow the wearer to travel anywhere. On the other hand using this ability is quite liekely to attract the attention of Death who might want to collect the cloak that was stolen from her.

While an outfit might have multiple enchantments it is common to place the approprioate enchantments on the appropriate parts of the outfit. Thus boots carry mobility enchantments, gloves manual enchantments, and so on. These are normally considered seperate magical items rather tan being part of a single ensemble.

Normal Outfits

Normal outfits generally give the character a reaction bonus when travelling, according to their value. Note that sumptuyary laws may restrict a character to wearing an oyfit appropriate to their social level.

OutfitBonus
Outlaw-4
Slave-3
Peasant-2
Freeman-1
Townsman+0
Guildsman+1
Gentry+2
Noble+3
Princely+4
Royal+5
Imperial+6

Note that a magical outfit proviodes a status boost at least equal to the degree of enchantment.

Monday, February 5, 2024

The Astral Gates (MyD&D)

Each of the astral plabes are separated from each other by a metaphysical gate. Priginally this was presented as a initiation ritual for a magic user as they gained a level when they could learn a higher level of spell, although it did later evolve to "astalnaits" travelling through these astral planes seeking knowledge to bring back to the waking world.

The first gate must be found in one's dreams, unless on uses magic to physically manifest it. Unlike the other gaters it has no guardian, although it may be a challenge to open until the astralnaut is ready to proceed in their own mind.

The Leaden Gates of Sleep
(The Saturnian Gate) [1st level]

These dull gates of lead, engraved ith a strange unknown script, are the barrier between the world of dreams and the first of the astral planes. This plane is the domain of Time, named for both the lack of it and the existence of too much of it. The world within is cold and barren, and filled with ruins. Mountains have eroded, forests are dead, and rivers dry. A rime of frost often covers things, and even the sun is a ghost of what it should be, providing barely any heat. Far too much time has passed here and it shows. The ruins are haunted by simple brutish creatures and hungry vermin of various types, of which the traveller must be beware. There is a danger that if one stays too long in this place then one will be unable to go on, or go back.

Note that this is not the same as the worlds of the Black Sun from which a magic user can summon a wraith. There the feeling is ruin and destruction rather than the timelessness of eternity, and of course the sun in those places is a black orb that absorbs all heat, life, and magic, whilst still lighting the world in a stange silver ambience. Even if obe ignores the ever-hungry wraiths that stalk these worlds, it is not a place that a living craeture can survive in for long without powerful magics (that will, of course, attract the wraiths in a feeding frenzy).

Care must be taken when travelling this place bnot to allow the leaden gates to close behind you, because then there is no guarantee how long you will spend here, Seconds may turn out to be millenia, or vice versa. Somewhere in the middle of a plaza of a ruined city of strange towering construction, one will usually find the next gate.

The Tin Gates of Fancy
(The Jovian Gate) [3rd level]

The gates between the first and second astral planes are made of bright shiny tin, embossed with scenes of humanoid figures engaged in pleasure and revelry, but they sounds quite hollow when tapped. The world located beyond is bright and splendid and filled with many marvels and distractions, and entertainments unbounded. Street vendors and hawkers will sell you treats, such as candies that taste of blue and mirrors that reflect your dreams. Colourful banners fly, enticing smells fill the air, and people of great beauty walk the streets. But these are as deadly a trap to the unwary astralnaught as the lethargy of the first astral plane. One can get caught uop to easily in these fetes and lose the way forward or back. The actual buildings, made of marble and alabaster with golden trim, as opposed to the tents and stalls of the vendors of these delights, are all facades, concealing an emptiness within.

There is a square in midst of the fair, studiously ignored by all the inhabitants of this place, where the next gate can be found.

The Iron Gates of War
(The Martian Gate) [5th level]

The solid and barbed Iron Gates of War separate the second and third astral planes. The marvels of the previous astral plane turn to horrors as petty frictions and jealousies manifest. Many of the nightmares that haunt the dreams of mortals have their genesis here. The danger here is eminently manifested by warring armies of monsters. It is easy to succumb to the bloodlust here, especially if one is caught up in a righteous cause, and lose the way forward or back.

On a hill surrounded by a huge battle of clashing armies, stands the next gate. No combatant ever steps on this hill though, and it is strangely peaceful adter the tumult. A spiral path winds up the hill amongst the tombstones and tombs rgar cover this hill.

The Copper Gates of Love
(The Venusian Gate) [7th level]

The burnished and reflective Copper Gates of Love separate the third and fourth astral planes. The nightmare horrors of the previous astral plane are completely banished from here and peace and tranquility reign in the pastoral landscape where lions and lambs frolic together. Delicious fruit amd berries may be picked from the branches, and the water in the streams is clear, cold, and impossibly refreshing. The inhabitants here are carefree and givng, and experts at playing the nose flute. But spend too long here and you will lose the desire to return (or to proceed on).

On an island in a glade before a waterfall lies a marble temple in the Greco-Roman style, in which the next gate is located.

The Quicksilver Gates of Thought
(The Mercurian Gate) [9th level]

The strangely fluid Quicksilver Gates of Thought separate the fouth and fifth astral planes. Unlike the others it does not open when the guardian's challenge is completed, but instead the astralnaut will pass through it's liquid embrace. In doing so the astralnaut has purged themselves of the emotions that have been holding them back from truly perceiving what is. The world beyond is stark and rational, a beautiful construct of logic and premise, held together by reason and belief. The inhabitants and travellers here are very alien, and the danger here is not being able to understand the way back or the way forward. Or the need for it.

Ontologically following a brane can lead to a strange geometrical nexus with more than the normal amount of dimensionality, within which can be found the next gate in an impossible direction.

The Silver Gates of Memory
(The Lunar Gate) [11th Level]

The Silver Gates of Memory is carved with the same inscriptions as the leaden gates, except they are now understandable and of great import. Sometimes this gate that separates the fifth and sixth astral planes is known as the Gate of Prophecy as a result. The difficulty is of course holding on to the details of it as you return back to the mortal worlds and awaken once more. Passing through the gate marks an understanding for the need to remember all that you are. The abstracted beauty of the previous world has added depth as it now extends both forwards and backward in time, and possibly even into other dimensions. rather than just existing in the now. There is a sense that existence here is profound, and the inhabitants have a certain magisterial authority about them that give weight to what they say.

The next gate is surprisingly easy to find, as it makes its presence felt wherever you are in this plane. The gentle hum and golden glow can always be found around the next corner or through the next alleyway if one desires. It is said that if it time for you to pass through them then wherever you go they will be there, waiting for you. There does not seem to be a guardian at thios gate either, but if you are not ready to travel through it, then it cannot be opened.

The Golden Gates of Eternity
(The Solar Gate) [13th level*]

No one can really describe what the Golden Gate of Eternity actually looks like, just the sense of what eminates from it. There is a sense of completion there, of an impending majestic unification with everything. The godhood made manifest. While theer is no guardian here whose challenge must be passed, most people viewing the gate know in their hearts that this is a thing they are not truly ready to experience. However a few have managed to open the gate and ppass through it, but there is no records of what they found there is no record of them ever returning back through the gate. They simply disappear, even if just travelling through it in their dreams.

* Remember that in my game the highest level is 12th. This gate therefore represents progress beyond that by some means. Perhaps this is how wizards are made?

Wednesday, January 24, 2024

To Hit Rolls (MyD&D)

Currently

Currentl;y my "to hit" roll is a rich roll. In order to hit a target you have to roll equal to or below your Combat Ability (which is equal to 10 + character combat bonuses), but above your target's Armour Value (what would be ascending Armour Class in D&D). The exception is chivalric weapons which are considered to do half damage if ypu roll equal to or under the Armour Value. These are weapons that have to be swung with some authority, so they attack last in the rooundf, whilst you cannot just rely on armour to avoid injury. Remember, in MyD&D, hit point damage represents the extra effort required to avoid injury from an attack. If you run out of hit points, thenm your parry, block, or dodge was just too sloew and the attck hit.

If your Combat Ability is greater than 20 then it is considered to be equal to 20, but any extra points reduce your opponent's Armour Value.

In practice this has worked well. Especially since it is a straight comparison of the roll, which is cognitively the simplest approach to interpreting a roll.

Proposal

What if the bonus to attack reduced the rank of the die rolled from d20. So if the character had a +1 bonus to attack they would roll a d18 instead of a d20. Similarly if they had a -2 penalty they would roll a d24 to hit. In order to hit they would have to roll over the opponent's Armour Value (in this case equivalent to descending Armour Class in D%amp;D). And before people ask, yes, I do have a collection of duitable physical dice to supply my players, since I already use this type of system for other die rolls.

In this case chivalric weapons would double the opponet's Armour Value (making them easier to hit, but at the cost of acting last in the round).

Tuesday, January 23, 2024

Attribute Dice (MyD&D)

In MyD&D the spiritual attributes (Charisma, Willpower, and Intelligence) are mirrors of the physical attributes (Strength, Constitution, and Dexterity). This means that both Charisma and Strength merasure the characters ability to use force in resolving the appropriate situation, Dexterity and Intelligence measuire the use of finess to resolve the situation, and Constitution and Willpower measure the general resilience of the character in each half of the equation. The physical abilities are also eachj associated with a type of physical combat (and a class that excells in that combat), whiolst the spiritual abilities are associated with a tupe of magiic (and a class that uses that type of magic). So Strength is associated wilth melee (Fighters), Constitution is associated with missiles (Rangers), and Dexterity is associated with avoiding combat (Rogues). Similarly Charisma is associated with Antipathic magic [banishing and dismissal] (Clerics}, Willpower is associated with natural magic (Adepts), and Intelligence is associated with sympathetic magic [summoniong and creation] (Mages).

Now each class has a Combat Die which basically represents how good they are at Combat. In normal games of D&D this would be considered their Hit Die. For example Fighters have a base Combat Die of d10, whilst mages (on the opposite side of the circle) have a Combat Die of d4. Other classes (and subclasses) have different Combat Dies. Actually I've long used the Combat Die with monsters as well (well before MyD&D), so that the Hit Die of a monster equals it's base combat ability. So a dedicated martial artist gets a d12 HD, a melee specialist such as aknight gets a d10 HD, a regular warrior or soldier gets a d8 HD, a militiaman or peasant (a peasant life toughens you) gsts a d6, a normal townsman gets a d4 HD, and an academic gets a d2 HD. [The default class for mages are the battle mage who are trained in warfare so get a betetr HD; more academic mages get a worse HD.] Toughness and constitution may ibncrese the HD. For example a blacksmith gets a d9 HD and a draon increasesd it's HD by one rank for it's "class."

Now attributes modify the rank of the die used. So the character's actual Hit Die is their Combat Die modified by their Constitution. A character will get to roll a number of Hit Dice equal to their level to determine their hit points. But it also made sense to determine the character's Damage Die in a similar way; in this case the Damage Die is the Combat Die modified by Constitution. Thios is the amount of damage the character does in combat (and coincidentally defines what weapons the character can effectively use in combat). Note that all hit point damage is class-based.

Now I have always been a fan of mana point systems rather than the traditional Vancian approach of D&D (although I do have a Vancian sub-system that I do quite like for more standard D&D play). My favourite point-based magic system, courtesy of a 3E/d20 splatbook by Guardians of Order, uses the cost of the spell to be equal to (the level of the spell + 1)^2. So a cantrip (a level 0 spell) costa 1 SP, a first level spell costs 4 SP, a second level spell costs 9 SP, a third level spell costs 16 SP, and so on. The question is how to determine how many spell points are available to the spellcaster. This ideally should mirror the chaarcter's hit points (by my MyD&D philosophy), so they should eoll a number of Spell Point dice equal to their level. The Spell Point die is the classes Magic Die modified by their Willpowerr. To mirror the Fighter, this was set to be a d10 for a Mage, which means that a first level Mage with normal Willpowerr has a 70% chance to cast a first level spell each day (and a 30% chance of being able to cast two, which balances the 30% chance of beiong unable to cast a first level spell without hurting themselves). The total number of spell points the character receives is less than the total amount if you converted their spell levels to spell points (even given the increase pf the Maic Die that happens at the heroic and superheroic tiers), but still suffivient to cast the high level magic appropriate to their levek.

A corollary of this idea is that all classes now have a reserve of spell points. Therefore each class should have it's own type of "magic" so that it can use them. But in this sense "magic" is not sorcery or exorcism, but rather the ability to break the rules of the universe in interesting ways. For example the "cantrip" magic of a fighter is the ability to make special attacks that may cause a special combat result. Similarrly they might learn higher level spells, although these are called martial arts. Want to cause your blade (or fists) to burst into flame? Well that's a first level martial art (most martial arts follow an "elemental" school). Similarly want to endure cold (also a "fire" martial art). But all that is a whole other article.

Anyway that was the status of mny game for a long time, but eventually I got to thinkingh that shouldin't the other attributes have their own dice that operate on the same principle?

Now the Charisma dice is simple, since that is the ability to project magical force. So the class Magic Die modified by the character's Charisma is the character's Spell Damage Die. This actually fits in well with how missile spells work in my game (again, a different article). So a magic uer casting magic missile does a base d12 damage with the missile (which is a cheat slightly since by OD&D definition it should just do d10+1 since in my game magical bonuses are added to the roll and don't raise rank, but I like thios way better).

Similarly the Magic Die modified by Intelligence becomes the Magic Effect Die (to borrow the ORE/Wild talents idea between attack dice and use dice). So where spells have a variable effect this is the die that is used to measure it. So a cleric casting banish light wounds would use their magic effect die to determine how many hiot points the taget gets back (in this case it would be a base d8).

And then there is the Combat Die modified by Dexterity. I suspect I shall eventually call this the Maneouvre Die (although I already have a Maneouvre Die in the game that is based on encumbrance and gait). I suspect that this die will be affected by encumberance/armour, and that it should balance out to be the same as the old die. For example the base fighter in battle armour (plate) would modify the base d10 to d6. This implies that battle armour gives a -2 rank penalty, heavy armour gives a -1 rrank penalty, light armour gives no penalty, shiled only gives +1 bonus, and no armour gives a +2 rank bonus. However that pretty much reduces everybody's maneouvre die to a d6 if they wear the heaviest allowable armour. In the oldd version battle armour gave you a d6, heavy armour gave you a d8, light armour gave you a d10, shield only gave a d12, unarmoured gave a d14 (or higher). Which allowed a lot more swashbuckling activity (which I enjoy).

Sunday, January 14, 2024

You Can't Take It With You! (MyD&D)

It is common practice amongst some cultures to entomb their great heroes and kings in some manner of tomb or barrow. Together with servants, good, and a great deal of valuable treasure.

Why do tombs and burial mounds contain treasure?

Simply, it's because you can't take it with you. A large amount of treasure helps magically bind the spirit of the occupant of the tomb to this plane of existence. In addition to providing the wight with appropriate accoutermonts for when they waken. Nobody wants to waken to a bare stone chamber, after all. Slaves are often included in this deal, for much the same reason. They are awakens to serve their tomb lord when he or she awakens. Occaisionally an honour guard of warriors will join their lord in the tomb, although these may be physically added later (if they were theer for the oriiginal funeral). Often a sett of common soldiers may be unwillingly interred in the term too. After all, the lord will need his guard.

This is good news for would-be tomb robbers. There is money in those tombs. The bad news is that this treasure is bound up in the necromancy that maintains the wight (or spectre). Which means the wight knows wheer it's treasure is, and even if it does not wake up during the robbery, it will desire it back. After all it reduces the magical energy binding it too this life, and if this fails, they might have to answer embarrassing questions by the Judges of teh dead as to why they had missed their previously scheduled appointmnet.

Although there is one reported incident or the wight and entourage moving into the vaults of the thief. Especially if their descendants have died out and are no longer conducting the appropriate memory rites at their old place. But usually it will be a visit from an undead collection aganecy in the middle of the night, unless the curse is cleansed from the stolen treasure.

Thursday, January 11, 2024

Summon Kobold (MyD&D)

This Spell of the Sixth Rank [1st level] that ritually summons a single kobold into the summoning circle who will act as a valet or maidservant to the character. The spell will always summon the same kobold(s), even if they have previously been "killed." The spell lasts until the summoning circle is broken.

Kobolds are small dark blue wizzened humanoids who are surprisingly ugly. It will be formally dressed in the appropriate clothing for a noble's servant or maid. It will not bear any weapoms amd cannot dight, but is a dab hand at doing the laundry, putting away clothes, serving breakfast, and answering the doorbell. There is a chance that a valet will know the secret hangover cure, but it is something that you really have to very hungover to even contemplate consuming it. It is very effective however. Maids are very good at magical seamless mending.

There is no need to feed a kobold, and no one has ever seen them eat. However it is noted that the local rodent and cat populations tend to decreae in their vicinity, which tends to discourage people from sampling their cooking. They have the ability to be Overlooked, which seems to be some form of invisibility, but one without the use of glamour; when needed they are simply there.

They are effectively earth spirits of the hearth, similar to brownies and the like, and if treated well will be able servants. However if abused or mistreated they will vecome, surly and uncooperative and you may find important items have been misplaced. Whilst their material forms may be destroyed, they are effectively immortal and may be resummoned. They have d4 hit points, wear no armour, but are small (-4 to hit). In combat, they will become Overlooked on their action. They have the normal vulnerabilities of summoned creatures and the earth fae.

There are two known variants of this spell:

  • The first summons a Klabautermann who is dressed as a sailor amd will do general tasks aboard a ship, such as mending clothes, nets, ropes, and sails. They cannot actually sail the ship or pull an oar, as they are too small. They nmay also effectively replace the ship's cat when dealing with rat infestations, and unless the cat is cautious, will almost certainly do so.
  • The second summons a Deep Kobold dressed as a miner, complete with pickaxe or shovel and hard hat with a light on it. These are very good at excavating soil and diggong through rock. Unlike other kobolds they can only be summoned for a specified task, after which the summoning circle breaks with a loud crack (akin to rock breaking).

If cast at a higher level it effectively summons enough kobolds to completely staff a household of a similar level. That said, even the caster will often Overlook many of the kobolds, especially those who are normally performing the roles of underservants, and thus it is difficult to exactly determine how many servants were summoned. However the mage may live a comfortable life in such an abode, without worrying about clumsy servants messing up their latest research.

  • At 2nd level it allows the mage to comfortably staff a cottage.
  • At 3rd level it will staff a wizard's tower.
  • At 4th level it will staff a small manor house.
  • At 5th level it will staff a large manor house.
  • At 6th level it will staff a small palace (lots of dusting needed).

Note that most servants will not (and effectively cannot) work with kobolds. It's either the magical servants or the mundane kind.

Note that a mage will often ritually enchant their abode with the appropriate spell, sealing the summoning circle somewhere safe (usually as a permanent engraving or metalwork), in order to permanently provide a household staff to run the place even when they are not there. The problem is that until the circle is physically broken the kobolds remain bound to the place of their summoning. This is often why wizard's abodes have a reputation for being haunted, long after the wizard has been killed or otherwise moved on. The kobolds remain bound to the placem, even if it has fallen into ruin. And whilst they generally cannot fight an intruder directly, there is a lot of mischief undetectable servants can perform against intruders...

Wednesday, January 3, 2024

The Cult Trait (RuneClaw)

"Hello? Hello? Is this thing on?

It's been a while but I thought I might actually try writing some more blog articles. No promises on the theming of them. Some will be from MyD&D game and some will be from other games. No idea when or how many new articles will happen, as it depends on my health, which has not been very good. With all these disclaimers in place.

My Old Runequest Game

I had a long running Runequest game, mainly using RQ2 as its basis. However there were several ways that my game wasn't canon (YGMV). Firstly it was set in the early Iron Age rather than the Bronze Age. The main reason for this was the equipment list in RQ2 was definitely more appropriate for this period. I mean, bronze chain mail? Really? Let alone things like arbalests! Since Iron was commonplace the Dwarven Secret that was stolen was the secret of Steel (shadows of Conan the Movie). One of the consequences of this was I actually forgot that iron was valuable at a RQCon. Embarrassing!

Anyway, in 2000 issaries published Hero Wars Now whilst I do have most of Robin's games, and find some of the ideas interesting, my group generally finds them unplayable with rules as written (and given reports of Robin's convention sessions I suspect he does as well). In particular I detested the narartive difficulty system that he used (something he was playing with in his "drama beats" games. For much the same reason I detest narrative time in movies. My RQ players were simulationists. This wouldn't do!

At about the same time I got a copy of ironclaw (the original edition), which I really liked as a game system (and the setting was quite good too). Unfortunately it was an anthropomorphic game, and many of my players had a Thing about Furries for some reason. Considering they had almost certainly never encountered any, it was probably purely by reputation. Anyway, this provided an opportunity. I could convert my RQ campaign to Ironclaw, including a lot of the ideas from Hero Wars. In doing so I could also make the changes that ensured that my players didn't confuse mt game with a canon RQ game. Mostly be renaming the gods. For example Humakt became Huma Grim.

But Ironclaw had a Species trait for racial characteristics. What to do about that?

The Cult Trait

The solution was to replace this with a Cult trait. This represented the character's understanding of the inner Mysteries of the cult. It could be used directly in rolls applicable to such knowledge, but it also provided it's bonus to four specific skllls related to the cult. Whilst there was a default set of skills for each cult, it could vary slightly according to what heroes were honoured by the local shrine. For example the Cult of Orlan Adventerous generally provided the skills of Boast, Sword, Jump, and Dodge. However if a particular shrine honoured the hero Drogarsi (The Skald) then Boast could be replaced by Sing.

One change from the normal rules were that these are considered "magical" skills. They represent the minor chants and blessings that are a normal part of doing something in Glorantha. For example every housewife with the Cooking cult skill would almost certainly know a charm to help the bread rise. This was what was covered in the Cooking skill when making bread. One direct consequence of this is that the Cult trait doesn't work in a Dead Place. This is in addition to the d12 alien world penalty for being in a place where magic doesn't exist. How discomforting!

The other thing is that these skills replaced the battle magic of RQ2. Normally skills are only used in the skill test (naturally enough). However by taking a round and expending a Magic Point they could use the dice in the effect roll as well. For example spending a MP on Sword would add the die to the damage roll of the aword as well (this would be the equivalent of casting Bladesharp in RQ). Use with other skills would create similar magical effects. Such as Cooking very nourishing bread. However the effects generally only lasted for the scene.

Players could actually gain extra dice in this column, generally as cult rewards. For example a priest might teach you the secrets of Drogasi's Sing magic directly. This is treated as a normal skill advancement, but is only availan;e from a priest at a shrine with this ability. And the Cukt trait is usally a limit to these extra spells. It is considered inner knowledge of the greater cult, so if you ever lose the Cult trait tied to that skill you lose the magic as well.

Originally the Cult trait was treated in the game system as a nortmal trait. When I introduced Gifts (from Usagi Yojimbo), the cult gifts automatically gave you the appropriate Cult trait. These gifts were the Gift of Worship (d4/Lay Member), the Gift of Initiation (d6/Initiate), the Gift of Devotion (d8/Acolyte/Godi), the Gift of Ordination (d10/Rune Priest) and the Gift of Disciplehood (d12/Rune Lord). They usually had specific benefits and limitations to obtaining them as well. One of which was that anyone with the Gift of Initiation gained a specific initiation gift. For example initiates in the Cult of Orlan Adventurous gain the ability of weather Sense. They may use their Cult trait in any situation where knowing what the weather is like would affect things. This includes Augury to determine when the next holy day will actually be (or if anything is magically wrong with the weather), Farming, and even Sailing (however using Air magic at Sea is likely to provoke a violent response from below).