Category Archives: WOD: Glorantha

Runes in WOD:Glorantha

In different systems for Glorantha runes have done different things from having very little effect on the game, to being much more central. Rather than trying to recreate the Heroquest runes system or to try to pre-empt the new RQ rules system. I’m after trying to create something a little different  which contains some elements of the WOD vibe.

The big difference is that most high level runic associations removes something of a sentient beings humanity and freewill. The power comes with a price, which is that characters become less mundane and start to become embodiments of  impersonal  cosmic powers.

This is a theme which I think appears through gloranthan history and myth but has never been emphasised in a rules system to my knowledge.

What are runes

Runes are the basic definition of the elements, forces , forms and powers in existence which the comsos uses to understand and give structure to the process of creation, existence, destruction and rebirth

The common set known across Glorantha is not complete, and runes may exists which are additional or more detailed than too the current set. But these runes are the core elements which most beings can comprehend which determine the formation of the universe both seen and unseen.

runequest_runes

What runes do

In this system runes will do a number of things practically for a character.

Runes are the primary force of your magic

A characters runic association is the most powerful element of his magic, runes interface with all forms of gloranthan magic in different ways.

  • They amplify your common magic. – see common magic
  • They determine your divine connection for rune magic – see rune magic
  • They are the main tools of your sorcery – see sorcery

A character with limited runic connections will have very poor magical capabilities

Your runes determine how you defend against rune magic

For resisted rune magic spells the defender uses  a rune of his choice that he can justify to resist the magic. The storyteller then determines the relevance of the defending rune to set a target difficulty for the roll.

So to defend against a sever spirit death magic, with the life rune would be an opposing rune defence and the difficulty would be 5, to defend with movement is more of a stretch so difficulty would be 7’s, to defend with with harmony is a massive stretch so difficulties would be 9.

Your runes determine how you function on the hero plane

When taking actions within heroquests  upon the hero plane runes are the prime ability used to manipulate that aspect of reality. More details in the heroquesting rules.

Your runic association can shape and eventually consume your humanity

Runes are broad uncompromising concepts that shape reality in a very impersonal way, generating an association with them starts to mould and shape a characters persona as well as his abilities. For each point bought in a rune a character can purchase a merit or flaw associated with the rune. When characters become highly attuned to runes they start to lose their grip on their humanity.

For each level of runes gained ( with the exception the  man rune. ) over  five a player must lose one dot in one of his a virtues.

When total virtues drop below 6 characters start to loose social stats as well as virtues when purchasing  higher level runic associations (over 5).

What runes don’t do

There are things which runes do in other Gloranthan systems, but they won’t in this one.

Runes don’t augment you skills

Runes are used to manipulate your magical not your non magical skills. Common of spirit magic is what usually used to improve skills and your runes are used to boost that magic. However runes cannot be harnessed to boost skills without the use of a particular form of magic.

Though a rules deviation from Heroquest rules, I think it only reflects a subtle change of mechanics in systems which sees runes being one step removed in a more detailed system. In my opinion HQ runes were used to augment magic skills, and wrapped RQ battle magic in as a part of the runic association.

Runes don’t define your character

With the exception of the Man Rune,  runes are external powers which affect your character, but do not define them.  Runes are powers that shape a person destiny externally not internally. Attaining the highly levels of runic power erodes persons humanity it does not define it.

This is a deviation from standard Heroquest rules, but the introduces the concept of runes being dangerous and magical power corrupting the hero’s personality .

WOD: Glorantha – Combat System

First draft of the WOD:Glorantha combat system, it based on the WOD firearm combat system, and it aims to hit the following goals.

  • I want it to reflect classic warfare of antiquity where that suits game play
  • I don’t want it to be laborious
  • I want to encourage tactical thinking
  • I want it to encourage player co operation
  • I want magic to be a game changer
  • I don’t want player knowledge of a rule system to be the deciding factor
  • I don’t want spend the evening in books looking up rules
  • I want skills and character to be a greater influence than weapons and armour
  • I don’t want to slaughter players out of hand on unlucky dice rolls
  • I want to have an element or risk and scare players
  • I want it to be fun

Ok here is the base system  which will need abit of playtesting

Basic Rules Mechanic

For most skill roles a player will choose the appropriate stat and skill and total the number to generate the dice pool used in the test.

For example Bob has a Dex of 3 and a athletics of 7 his dice pool climbing a wall would 7 dice.

The standard difficulty for any test would be 6, so Bob would roll 7 d10 dice and will count the number which roll over 6 as a success. Bob rolls  3,4,5,7,7,9,6 which gives for 4 successes.

More difficult tasks would see the difficulty numbers increase, easier tasks would see the difficulty numbers drop. Using skills not exactly attuned to the task would usually give a higher difficulty level.

One success shows a positive results by the slightest of margins, three is solid success and five is outstanding success.

Base Combat Mechanic

Combat work on a systematic application of basic rules mechanism in a structured number of tests  for each combat round.

A combat round is a variable period of time determined by the storyteller to allow for an viable action and response then a viable counter action and response(if appropriate). This will be very short in the first few seconds of an ambush, will be quick in close brawling, and full on melee, a good few seconds in a duel, and maybe a minute or so in the push and shove of a shield wall.

The determination is this

  1. Determine Initiative
  • roll
  • order
  • declaration of actions
  1. Make actions
  • attack
  • response
  • damage
  1. Resolution

Determine Initiative

All involved characters roll initiative by selecting a dice pool of wits + alertness; Difficulty is usually 6, but storyteller may alter that to reflect a tactical advantage or disadvantage such as higher ground, defensive positions, flank attack or ambush.

Create a list of characters to make actions in reverse order. Characters who wish to split their dice pool(see later) for either their action or counter action need to decide to do so at this point.

Unless characters split dice pools all characters receive one action and one counter action in any combat round.

Movement in combat  is dependent on the type of combat and at the storytellers discretion.

Proceed down the list where players must declare their action but may keep their counter action in hand to parry an attack yet to be declared.

If an attack is declared on a player, the player must decide there and then whether to counter it with their counter action. If close enough a players can counter an attack on an ally, but at a higher difficulty (7’s). Once a counter action has been declared it can’t be changed.

Characters with high initiative may be able to gain free hits on characters who have already declared counter actions.

Then role through the actions and responses based upon the list in order of highest initiative role to lowest

2) Make actions

Dice pools for initial action depend on the intended actions

  • Brawl: Strength + Brawl + Buffs
  • Melee: Strength + Melee + Buffs
  • Missile: Dexterity + Archery + Buffs

Base difficulties will usually be 6, but skills and magical effects may change the difficulty.

The response is usually made by one the following three actions, if there is no response for an action to response role can be made.

  • Brawl: Strength + Brawl + Buffs
  • Parry: Strength + Melee + Buffs
  • Dodge: Dexterity + Dodge + Buffs

Base difficulties will usually be 6, but skills and magical effects may change the difficulty.

A hit will be scored if the  attackers total number of successes is greater than the defenders, keep a note of the difference as this will be used with the damage

To calculate damage the attacker roles his damage dice pool calculated below, the defender roles her soak. If the damage is over the soak role, that is the number of  health levels of damage done.

  • damage Strength + Weapon + number of hit successes + buffs
  • soak Stamina + Armour + shield +buffs

Any blow which does 5 or more health levels of damage is considered aggravated damage.

If a character is not active and standing by the time there action comes round it does not happen, all wound penalties from the round apply to your action.

Weapons Damage Modifier

  • o Knife, Club
  • oo Gladius, hatchet, kopis, short spear
  • ooo Scimitar, Sword, Mace, Long Spear
  • oooo Pike, bastard sword, battle axe  -1 to dex based roles
  • ooooo Great sword, great axe, pole axe, Great Maul   -2 on dex based rolls

Armour Soak Modifier

  • o Leather, Linen padding, Light Furs
  • oo Heavy Leather, Studded leather, Heavy furs
  • ooo Light scale, Cuibolli, Patchwork, Ring Mail
  • oooo Heavy Scale, Chainmail, Partial Plate -1 to dex based roles
  • ooooo Hoplite Plate, Reinforced Chain, Heavy Splint Mail -2 on dex based rolls

Shields Soak Modifier

  • o Buckler, Moon shield
  • oo Heater, Target shields -1 to dex based roles
  • ooo Hoplite, Tower shields -2 on dex based rolls

Resolution

After all attacks have been made make sure all incapacitated characters check for death.

And have both sides check for moral or a difficulty relevant to tactical position they are in, the dice rolled is either the group’s leaders willpower.

Additional Rules

Split Dice Pool

Characters with a skill level or 4 or more can split there dice pool into two different attacks  or parrys if they wish, characters with a skill level of 8 or more can split the dice pool into 3 different attacks or parrys if they wish.

Only the skill and the stats are split buffs are added to each separate attack.

Aggravated Damage

Wounds caused by fire, acid, some magic and major trauma ( 5 wound levels or more ) are considered aggravated and are much harder to heal.

WOD:Glorantha – Balazaring Character Archetypes

Seeing as I have got the character definition a system just about started I thought id start to stat a few things up with as a test, below are the archetypes for the Balazar region.

These are quick stats for generic people you may meet and a nice place to start from if you are building more fully rounded NPC’s. I will fill out a few more types later in other posts but here some balazaring archetypes top start with.

From this point on all NPC’s and encounters will defined by WOD:Glorantha and maybe links to RQ6 encounter generator and any subsequent incarnations.

Archetype –  Balazaring Hunter, Foundchild initiate

Nature:                  Varied
Demeanour:        Predator/Traditionalist/Wanderer/Survivor
Physical:               Strength  2, Dexterity 3, Stamina 3
Mental :                 Intelligence 2, Wits 2, Perception 3
Social:                     Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 3, Athletics 2, Brawl 2, Dodge 2,
Skills:                      Archery 3, Crafts 2 , Melee 2, Stealth 2, Survival 3
Knowledge’s:      Culture 2, Medicine 3, Myth 1, Spirit Lore 1
Essence:                 2
Quintessence:     7
Willpower:            3
Runes:                    Fire 1, Death 2, Harmony 2,
Spirit Magic:        Beast Call 2, Disruption 2, Mobility 2,Speedart
Rune Magic:        Pact foundchild 4
Virtues:                  Vigor 3, Trust 3, Generosity 3
Backgrounds:     Cult Status 1,  Dogs 2, Family 2, Destiny or Past Lives 2, Witta 2
Flaws & Merits:  None
Gear:                       2H Spear 3pt, Hand Axe 2pt, 1 pt furs

Archetype –  Balazaring Raider, Foundchild initiate

Nature:                 Varied
Demeanour:       Predator/Traditionalist/Wanderer/Survivor
Physical:               Strength  3, Dexterity 3, Stamina 3
Mental :                 Intelligence 2, Wits 2, Perception 3
Social:                    Manipulation 2, Appearance 2, Charisma 2
Talents:                 Alertness 3, Athletics 2, Brawl 3, Dodge 3,
Skills:                     Archery 3, Crafts 2 , Melee 3, Stealth 2, Survival 3
Knowledge’s:     Culture 2, Medicine 2, Myth 2, Spirit Lore 1
Essence:                2
Quintessence:    7
Willpower:            4
Runes:                    Air 1, Death 2, Harmony2,
Spirit Magic:        Beast Call 2, Disruption 2, Mobility 2,Speedart, Bladesharp 2
Rune Magic:        Pact foundchild 4
Virtues:                  Vigor 4, Trust 3, Generosity 3
Backgrounds:     Cult Status 1, Dogs 2, Destiny, Family 2, Past Lives 2 Witta 2
Flaws & Merits:  None
Gear:                       2H spear 3pt, Hand Axe 2pt, Heavy Furs or leathers 2pt

Archetype –  Balazaring Gatherer, Hearth Mother Initiate

Nature:
Demeanour:         Traditionalist/Wanderer/Follower/Survivor
 Physical:               Strength  2, Dexterity 2, Stamina 3
Mental :                  Intelligence 2, Wits 3, Perception 3
Social:                     Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 3, Athletics 2, Brawl 2, Dodge 2,
Skills:                      Archery 2, Crafts 3 , Melee 2, Stealth 2, Survival 3
Knowledge’s:      Culture 2, Medicine 3, Myth 3, Spirit Lore 2
Essence:                 2
Quintessence:     7
Willpower:            3
Runes:                    Fire 2, Life 2, Man
Spirit Magic:        Beast Call 2, Disruption 2, Mobility 2,Speedart, Bladesharp 2
Rune Magic:         Pact Hearth Mother 4
Virtues:                  Resilient 3, Trust 3, Compassion 3
Backgrounds:     Cult Status 1, Destiny, Family 2, Past Lives 2 Witta 2
Flaws & Merits:   None
Gear:                        2pt spear, 2pt knife, 1 pt furs or leathers.

Archetype –  Balazaring Citadel Warrior, Yelamlio Initiate
Nature:                  Varied
Demeanour:        Bravo/Cavalier/Traditionalist/Preditor/Survivor
Physical:               Strength  3, Dexterity 3, Stamina 3
Mental :                 Intelligence 2, Wits 2, Perception 3
Social:                    Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 2, Athletics 2, Brawl 3, Dodge 3,
Skills:                      Archery 3, Crafts 2 , Melee 3, Stealth 2, Survival 2
Knowledge’s:      Culture 2, Medicine 2, Myth 2, Spirit Lore 1
Essence:                 2
Quintessence:     7
Willpower:            4
Runes:                    Fire 2, Death 2,  Truth 1,
Spirit Magic:        Protection 2, Disruption 2,Speedart,  Bladesharp 2
Rune Magic:         Pact Yelmalio 3
Virtues:                   Vigor 4, Trust 3, Generosity 3
Backgrounds:      Cult Status 2, Destiny, Past Lives 2, Status 1, Witta 2
Flaws & Merits:   Geas -Never trust a foreigner,
Gear:                        2h Long spear 3pt, Battle Axe 3pt, 3pt Light Scale, Medium shield 1pt

Archetype –  Balazaring Pig Farmer, Yelmalio lay member
Nature:
Demeanour:         Follower/Curmudgeon/Traditionalist
Physical:                Strength  2, Dexterity 2, Stamina 2
Mental :                  Intelligence 2, Wits 2, Perception 2
Social:                     Manipulation 2, Appearance 2, Charisma 2
Talents:                  Alertness 2, Athletics 2, Brawl 2, Dodge 2,
Skills:                      Animal Care 3, Crafts 2 , Commerce 2, Melee 1
Knowledge’s:      Culture 2, Medicine 2, Myth 1, Divine Lore 1
Essence:                 1
Quintessence:     4
Willpower:            3
Runes:                    Fire 1, Truth 1, Life 1,
Spirit Magic:         Endurance,  Heal, Becalm
Rune Magic:          None
Virtues:                   Vigor 2, Trust 4, Generosity 4
Backgrounds:       Cult Status 1, Family 2,  Property 1, Status 2, Witta 2
Flaws & Merits:   None
War Gear:               Knife 1pt,  Club 1pt, leathers 1pt

Archetype –  Balazaring Crafter, Yelmalio lay member
Nature:                    Varied
Demeanour:          Architect/Follower/Perfectionist /Traditionalist
Physical:                 Strength  2, Dexterity 2, Stamina 2
Mental :                    Intelligence 2, Wits 3, Perception 2
Social:                       Manipulation 2, Appearance 2, Charisma 2
Talents:                    Alertness 2, Athletics 2, Brawl 2, Dodge 2,
Skills:                        Crafts 4 , Commerce 2, Melee 1
Knowledge’s:        Culture 2, Medicine 2, Myth 1, Divine Lore 1
Essence:                  2
Quintessence:      7
Willpower:             3
Runes:                      Fire 2, Truth 2, Mastery
Spirit Magic:         Endurance,  Crafters boon, Glue, Repair
Rune Magic:          None
Virtues:                   Vigor 3, Trust 3, Generosity 3
Backgrounds:       Cult Status 1, Family 2, Influence 1, Status 2, Witta 2
Flaws & Merits:    None
War Gear:                1H Short Spear 2pt, knife 1pt leathers 1pt

WOD:Glorantha Combat System Aims and Objectives

The first question “What do we want out of a Gloranthan combat system?”.

Interesting question to which I have the following answers.

  • I want it to reflect classic warfare of antiquity where that suits game play
  • I don’t want it to be laborious
  • I want to encourage tactical thinking
  • I want it to encourage player co operation
  • I want magic to be a game changer
  • I don’t want player knowledge of a rule system to be the deciding factor
  • I don’t want spend the evening in books looking up rules
  • I want skills and character to be a greater influence than weapons and armour
  • I don’t want to slaughter players out of hand on unlucky dice rolls
  • I want to have an element or risk and scare players
  • I want it to be fun

Ok what does this mean, let’s look at these desires in detail and hopefully we won’t find to many contradictory.

“I want it to reflect classic warfare of antiquity where that suits game play.”

This means I want style of warfare that I can recognise from this period, and for it to play in out reasonably similar way to real world ancient combat.

The shieldwall , direct frontal assault from two sets of evenly matches and armoured characters should end up in stalemate, and attritional battle that usual ends when one side outflanks the other or breaks their wall, and only then the killing begins.

Skirmishing, I want lots of running round throwing stuff, but being wary to go hand to hand. I want light troops being scared to engage heavy troops directly, but being effective when they flank  engaged troops, I want greater numbers to make a difference. I want both sides able and willing to run off when out matched.

Cavalry, I want cavalry to be rare but devastating, formation breakers, kings of the open field, but limited against heavy infantry in formation.

I want it to be vicious, personal and dirty. No heroic knightly elegantly killing without blood or screams. But close personal  raw violence in which lives the victor and conquered changed by the event and where  they are wary of going back for more.

“I don’t want it to be laborious”

The rule system should be as simple as possible. A clear mechanic which can be weighted when necessary but doesn’t over burdened by new mechanics spells, abilities and effects.

Also I am thinking in the WOD: Glorantha system cutting out all multi attack spells and abilities, but allowing split actions due to skill.

“I want to encourage tactical thinking”

I don’t want a system where direct fighting, following the rule mechanic and having the stats brings the best and clearest resolution.

I want characters to seek asymmetrical warfare, ambush, outflanking, applying their strengths to their enemies weaknesses, understand how their characters fight and maximising advantage.

“I want it to encourage player co operation”

Role-playing is a communal activity, I want a combat system which rewards player  cooperation and penalises independent thinking. Players who fight independently will be less effective than players who fight as team. This reflects real world combat and I love the system to catch a sense of that.

So i’m wanting to allow players to parry for one another if close enough and gain advantages when double teaming targets

“I want magic to be game changer”

I want magic to be one of the things that breaks a deadlock, gives the killer advantage, breaks an opponent’s moral. I want Orlanthi flying over a shield wall to engage from behind to be significant, the fear of a shade to swing a battle for a few rounds,  the proper use of counter magic to create a great defensive position.

RQ doesn’t have mass effect combat spells such as fireball so the nature of combat doesn’t change drastically. I just to make sure magic can and should used to bring tactical advantage.

“I don’t want player knowledge of a rule system to be the deciding factor.”

I want a rule system that rewards character thought in the game world, but not player knowledge of how to game the system.  So a clear system that is flexible  an cuts out on additional rules,( goodbye combat manoeuvres).

” I don’t want spend the evening in books looking up rules”

So simplicity and the ability to make stuff up on the fly, based on a familiar mechanic.

“I want skills and character to be a greater influence than weapons and armour”

I want character and magic to have a much bigger effect on the outcomes than armour and weapons, so the balance of the system needs to reward dice pools and effects, than what armour and weapons a character has.

It would be good if the effects of armour and weapons would be cancelled each other out in the system most of the time.

“I don’t want to slaughter players out of hand on unlucky dice rolls”

I don’t want a combat system that enforce the death of characters for no other reason than bad rolls, obviously combat is a risk, but defeat should not equal death in all or even most circumstances.

Retreat should be an option and the rules should not make it fatal.

Surrender should be often taken, and incapacitation should not be death in many situations.

Death will happen but I would prefer it to be either earned or meaningful. In short I don’t want to be George Martin.

“I want to have an element or risk and scare players”

No combat should be a sure thing and if a players chooses it he chooses possible negative consequences, but that doesn’t mean character death.

I also want a system that means can experience some of their characters fears.

“I want it to be fun”

A rules system that can cut the boring stuff and react with flexibility to focus on the eyjoyable elements of combat.

Yes so none of that is contradictory at all.

Ok next comes the write up for  WOD:Glorantha combat system

WOD:Glorantha Character Creation Example

A  run through of an example  character creation with the NPC Garnst the Chaos Tracker, as he is both interesting and powered at not a dissimilar level to starting character.

  • His demeanour is that of loner, his nature is that of caregiver.
  • His stats are easily grouped as physical primary, mental secondary and social tertiary.
  • His physical stats are evenly split with 3 dots in strength and stamina, and the extra dot used to bring dexterity up or 4
  • His mental stats are average apart from perception which is moved up to 4 dots
  • Social is clear Garnst is a social misfit and all stats go into appearance leaving him as a pretty boy but as awkward as hell, with 4 dots in appearance and none in manipulation and charisma.

Garnst Character sheet 1

  • Abilities take a little time to work out as I want more than I have points for , however I opt for skills as primary, talents as secondary and knowledge as tertiary.
  • Knowledge’s are easiest to place with culture 1, Investigation 3, medicine 1(which is light), spirit lord 1, and myth 2( to reflect his chaos law).
  • Traits are straight forward as alertness 3, athletics 2, brawl 2, and dodge 2 is the best I can do and I think those abilities need to be higher, buts that is what freebie points are for.
  • Skills are limited because I want to put more than 3 points in some that I can’t at this point. But it means I get a good spread. We end up with Archery 3, Crafts 1, Melee 3, Stealth 3, Survival 3.
  • We have to leave things there right now, but I have 5 dots I want to add to my skills later.
  • Like all starting characters his essence is to which means we cannot assign runes scores above 2 at this point.
  • He has been raised a member of Foundchild and the death rune suits him well, but his life experiences have shattered any association with the harmony rune. This elemental rune would be air, and I think mobility is very suitable for him as a character. He ends up with death2, mobility 2, air 1. I’m happy for that for him as character and as he isn’t magical probably won’t spend any freebie points on runes .
  • His spirit magic spells I choose spells which will work well with his runes and cover the areas of attack, defence and movement. I would like to cover healing and missile weapons as well but don’t want to spread the magic too thin, and it to areas where the runes won’t support. So I opt for bladesharp 2, shimmer 2. mobility 3, and look to develop healing and speedart going forward.
  • His cult is Foundchild due to culture and lack of local option, his status is initiate or whatever it becomes once I sort spirit magic out.

Garnst sheet 2

  • Backgrounds which can be chosen are limited due to Garnst’s Separation from his clan. Allies 1 is a must with Cela. Blueface however i’m going to save for a merit.
  • This leaves artefacts, past lives, destiny and contacts as possibilities I opt for Contacts 1, Artefacts 2 and past Life 3.
  • Virtues for a balazaring male are vigor, trust and generosity.
  • We apply the points to them to reflect his mental imbalance and get vigor 5, trust 2 and generosity 3
  • Flaws and merits I have gone overboard on this NPC in a way I would not let players do on a PC , but I think its suits the character and its balanced.
  • Looking at merits we have Guardian Angel – Blueface(5pt), I have allowed it because Blueface is powerful but not always present, Acute senses (1pt merit), and Fleet of foot 2pt merit. 8pts total
  • Flaws could be numerous, Hatred Chaos – 2pt , Driving Goal – Protect all Balazarings from chaos – 3pt, Separated – 1pt, Black and White – 1pt and Derangement sociopath – 3pts. 10pts total.
  • That leaves 18 freebie points to be spent, 12 points go straight in extra dots in athletics, Brawl, Dodge, Melee, Stealth and Survival. Leaving 8.
  • This not really enough for more rune levels or essence, so battle magic and skill seem the best places. Myth and medicine are the two skills to boost. Leaving 2 point for battle magic which are added to Mobility and shimmer.

 

  • Willpower is now calculated at 5 and quintessence 7

 

Character Virtues for WOD: Glorantha

Virtues are not a key theme in a Gloranthan WOD game, however they make good tools for character definition, and they touch a  minor gloranthan theme that as characters become more powerful characters they become, they move from being relational human beings into mythic aspects of runes and legends.

In short most gloranthan heros sacrifice the higher elements of their humanity for mythic power.

The classic WOD human virtues of conscience, courage and self control could work ok for everyone but we miss an opportunity to define and talk about different culture sand there different ways of thinking.

The classic white wolf system has 3 virtue stats which usually reflected the

  • Strength of character which is the foundation for the willpower stat
  • Characters ability to follow his values
  • Warm and personal touch

I hope to evoke the same pattern but in doing so highlight the different cultural values that can be found in Glorantha. I also want to emphasise the different cultural norms between male and female in some cultures.  I believe in most cases virtues will be consistent across cultures, but certain cults which are separate or deviate from the base culture may have different virtues.

Below is a table of WOD style virtues for the major human culture near my game, it is a straw man and i’m sure some glornathaphiles could suggest better alternatives.

Culture Strength of Character Commitment to Values Personal
Touch
WOD Human Stat Courage Self Control Conscience
Free Orlanthi Male Pride Justice Generosity
Free Orlanthi Female Wisdom Prudence Mercy
Lunar Provinces Male Conviction Honour Conscience
Lunar Provinces Female Conviction Honour Conscience
Lunar Conviction Loyalty Conciliation
Lunarised Orlanthi Male Bravery Prudence Generous
Lunarised Orlanthi female Wise Prudence Forgiveness
Balazaring Male Vigor Trust Generosity
Balazaring Female Resilience Honest Compassion
Praxian Male Bravery Ruthless Devotion
Praxian Female Resilience Ruthless Devotion
Dara Happan Male Pride Honour Piety
Dara Happan Female Pride Chastity Piety
Peldaran Male Conviction Dutiful Conscience
Peldaran Female Fortitude Dutiful Conscience

This same system can be done for cults, kingdoms,tribes, clans, elder races as a storyteller sees fit.

In terms of games play the strength of character trait is used to create willpower and the rest of it is mainly for character definition window dressing . However a player could ask if he could use a virtue instead of a social or mental stats on some social or mental roles. But the storyteller can say no increase the difficulty s he sees fit.

In terms of loss of their human side characters who loose on dot virtues for each dot they gain in runes above 5, they cans spend more experience points on virtues if they want but this both expensive and needs to be justified by game play.

I’m aware a Pendragon style  traits/runes system is coming in the next edition of RQ but I think this would a large a cumbersome addition to the WOD mechanic. I may look at it after release.

Character Generation in WOD:Glorantha

Character Generation

The process  for character generation is found below, I attach second draft of character sheet as well, I will run through a test character creation as well in one of my next posts. I will link off to individuals lists from the relevant pages.

Currently a WOD player would know what this means off by heart, but I may have to expand explanations for others.

Choose Nature and Demeanour

  • Create Character Concept
  • Choose Culture and Cult
  • Select from the list provided, nature is who your are, demeanour who you seem.
  • Choose three to five significant family events which helped form your character
  • Select connections with the rest of the playing group

storyteller sheet v2

Assign main Attributes and Abilities

  • Attributes – 7/5/3
    • Add on dot to each attribute
    • Select primacy, secondary and tertiary attributes groups of physical, mental, social
    • Assign 7 dots in your primary, 5 to your secondary and 3 to your Tertiary groups
  • Abilities – 13/9/7 dots
    • Select primacy, secondary and tertiary attributes groups of talents, skills and knowledges.
    • Assign 13 dots in your primary, 9 to your secondary and 7 to your Tertiary groups

For none WOD Players, here is the key to what the stats will mean

  • one dot – poor/novice
  • two dots – average/ competent
  • three dots – good/professional
  • four dots – exceptional/master
  • five dots – world class
  • six+ dots – beyond normal human capacity

Assign Magical Traits

  • Essence – 2 dots
  • Runes – Assign 5 dots (one must be elemental), none more than your essence score.
  • Battle Magic 7 dots in spells
  • Assign Appropriate Status

SS v2 sheet 2Characterisation

  • Assign virtues appropriate to culture
  • Place 7 dots in Virtues
  • Backgrounds 7 dots
  • Calculate willpower based on relevant key virtue
  • Flaws and Merits – up to 7pts on each adjust freebie points accordingly

Assign Virtues

  • Freebie points – 15 points spent as follows + any for conenctions (maximum 5)
    • Attribute – 5 points per trait
    • Abilities – 2 points per trait
    • Background – 1 point per trait
    • Arete – 6 points per trait
    • Runes – 5 points per trait
    • Spirit Magic – 2 points
    • Willpower – 1 point per trait
  • Storyteller awards up 7 extra freebie points for reflecting significant events
  • Quintessence – total runes + arete

 

 

Aspects, Gifts, Geases, Merits and Flaws for WOD:Glorantha

An article on character creation and how to use these is coming up, but here is the first draft of the list for flaws and merits, including gifts, geases and some other abilities.

Its a full WOD list edited down and with Gloranthan flavour and new options added. With thanks to http://www.deathquaker.org/.

Psychological :

Black and White (1pt Flaw) You see all situations in black and white, good and evil, etc. In situations where this limited, judgemental way of thinking may hinder your reaction to something or cause you to act socially inappropriate, add a +1 difficulty to social or whatever rolls.

Code of Honor (1pt Merit) You follow a strict personal code, and you either gain 3 extra dice to resist supernatural persuasions that would make you break your code, or the would-be persuader has to roll at a +2 difficulty

Compulsion (1pt Flaw)  You have a specific compulsion which may cause you problems. You have to spend a temporary Willpower point to fight the compulsion for a short time.

Compulsive Speech (1-2pt Flaw) For whatever reason, you have difficulty sticking to the rule, “If you can’t say anything nice, don’t say it at all.” 1 point makes you talkative and a bit blunt; 2 points makes you a complete prick.

Curiosity (2pt Flaw) Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Wits roll, difficulty depending on the situation.

Cynical Nature ( 2pt Merit) You can detect a lie, falsehood and misdirection better than most. All difficulties on test to do so are at one lower difficulty

Dark Secret (1pt Flaw) There’s something about you which you don’t want people to know, and it would be very bad if they did.

Deranged (3pt Flaw) You have a permanent, severe mental disorder. You may spend Willpower to fight it at points, but you will never get rid of it.

Driving Goal (3pt Flaw) You have some goal which is at the basis of all your motivations, though it is of such depth or impossibility, it could probably never be achieved. Your obsession with your vision can temporarily be soothed by spending Willpower.

Dual-Nature(2pt Merit) You have two purposes in life; you can choose two Natures and regain Willpower when satisfying the requirements for either one (or both of them). These Natures should be complimentary to one another-this is apt Merit, not a Derangement.

Flashbacks (3pt Flaw) When under pressure and/or in the presence of something which reminds you of something unpleasant in your past, you flashback to that past event. Whilst in a flashback, everything to you is as it was then.

Fleet of Foot (2pt Merit)  One extra dice in all rolls regarding running jumping and movement

Gall (2pt Merit)  You’ve got balls, kid. Add an extra die to any Social roll requiring backbone.

Hatred (2pt Flaw) There is something out there which you absolutely loathe, and will do anything to destroy it. You have to succeed a Willpower roll not to go after the object of your hatred.

Hero Worship (1pt Flaw)  You absolutely idolize someone, and disobeying them requires an effort of will (spending Willpower or succeeding a Willpower roll at 5+ difficulty). You also are at +2 difficulty to any roll that may force you to admit/realize that your hero may be in the wrong.

Inferiority Complex (1pt Flaw) No matter what you do, by your standards, it’s just not good enough. In situations requiring you to take charge and strut your stuff, add +1 to all difficulties.

Intolerance (1pt Flaw)  You have difficulty tolerating a specific thing or type of person. +2 difficulty on rolls involving that thing.

Lifesaver (3pt Flaw)  You revere all life and will not risking killing someone at all costs. Unfortunately, in Glorantha this can sometimes be a problem.

Low Self-Image (2pt Flaw) (most): Suffering from a low self-esteem, you have -2 dice in situations where you don’t expect to succeed, or you may have to make Willpower rolls to do something that requires self-confidence.

Loyalty (1pt Merit) You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty. You also gain a Willpower bonus (in the form of bonus dice, or increased difficulty for your opponent) to try and resist supernatural forms of persuasion that challenge your loyalty.

Masochist/Sadist (1pt Flaw) : You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences this fascination may cause you, you may also be seen as sick (and, well you are), or even more sick people may use you for your obsession.

Nightmares (1pt Flaw)  You’re constantly plagued by nightmares, which at the worst may indicate there’s something nasty in your fate, and at the least will make you cranky and irritable most of the time. A particularly bad night may cause you to lose -1 dice on all rolls for some time afterward.

Pacifist (5pt Flaw) A more extreme version of Lifesaver, you refuse to do any physical harm to anyone for any reason.

Phobia (1 or 3pt Flaw)  You have a specific, incredibly powerful fear. The 1 point version, you have to succeed a Willpower roll. You will refuse to approach the object of your fear if you get less than three successes, and will flee if you fail the roll. The 3 point version, you must succeed a willpower roll or be incapacitated by your fear.

Shy (1pt Flaw) You’re not a social butterfly, to say the least. Many social rolls are at +1 difficulty, and if you’re the center of attention, all rolls are at +2 difficulty.

Soft-hearted (1pt Flaw) You can’t stand to witness suffering, and if you do, difficulties are at +2 for the next hour.

Ulterior Motive (2pt Flaw)  You have more reason to be with your comrades than your like for them or for their common goals. Whether this motive is sinister or not, it’s a secret for whatever reason, and if you are suspected of this motive, things won’t look too good for you.

Vengeance (1pt Flaw )  You are consumed with avenging something very important to you. Your obsession can only be temporarily swayed by spending Willpower.

Winner (5pt Merit) You can’t abide loosing and go the extra mile to win at all costs, gain a difficulty bonus of one on all opposed checks

Mental Abilities

Absent-Minded (3pt Flaw) (most): You have a lousy short-term memory, and need to make a Wits roll to remember more than standard knowledge (like your name, address, etc.). You can spend Willpower as a last resort to try and remember.

Amnesia (2pt Flaw)  You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 5 points of extrapt Flaws to be determined by the Storyteller (you don’t get to find out about them till you’re playing…).

Clear Sighted (3pt Merit) You are not fooled by illusions, and you get a Perception +Alertness roll, difficulty = opposing power’s level +3, to see through supernatural illusions.

Common Sense (1pt Merit)  You are full of practical wisdom. A great Merit for starting characters, as you may receive advice from the Storyteller regarding how to handle certain situations.

Confused (2pt Flaw)  You have a lot of trouble focusing and/or making sense of the world around you. You can spend Willpower to temporarily overcome your confusion.

Concentration (1pt Merit) (most): You are very good at focusing, and modifiers regarding distracting situations can cause you to lose no more than two dice, or have no more than a +2 difficulty.

Eidetic Memory (2pt Merit)  Having a “photographic” memory, you can accurately recall any sight or sound with a successful Intelligence + Alertness roll. Amount of successes indicate exactly how much you remember.

Lightning Calculator (1pt Merit)  You have a natural affinity for numbers, and all relevant rolls are at -2 difficulty.

Overconfident (1pt Flaw)  You think you can do everything even though you probably can’t, and you try to prove your belief as often as possible.

Self-Confident (5pt Merit) When you declare that you are spending Willpower for an automatic success on a roll, you do not lose the Willpower unless you fail the roll, due to the strength of your self-confidence. This only comes into effect regarding rolls at difficulty 6 or higher.

Time Sense (1pt Merit) You have an inate sense of time, and can with a good deal of accuracy tell what time it is. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.

Weak-Willed (2pt Flaw)  You can only spend Willpower when survival is at stake or it is appropriate to your Nature.

Awareness

Acute Senses (1pt Merit) One of your five senses is incredibly sharp, and detection rolls involving this sense have a -1-2 difficulty. You must buy thispt Merit separately for each sense.

Bad Sight (2pt Flaw)  Difficulties for sight-related rolls are at +2, and you suffer from night blindness.

Blind (6pt Flaw) You can’t see. This obviously hinders certain perception attempts.

Color Blind (1pt Flaw)  You can see only in varying shades of grey, which may make some perception rolls more difficult .

Deaf (4pt Flaw)  You can’t hear. This obviously hinders certain perception attempts.

Hard of Hearing (1pt Flaw) Difficulties for hearing-related rolls are at +2.

Nightsight (3pt Merit)  You can see in near-total darkness, and so your difficulties for being in a dark area are reduced (or nonexistent). You may, however, be sensitive to bright light, and sudden bright light may dazzle you for a turn or two.

One Eye (2pt Flaw)  You lack peripheral vision on one side, and you are at a -2 dice difficulty for rolls related to depth-perception.

Aptitudes

Ability Deficit (5pt Flaw)  You’re not in tune with your innate abilities, or maybe you just don’t have any. You have 5 less points to spend on either Talents, Skills, or Knowledges, though you can still spend freebies on them. You cannot, however, have an ability in this category higher than 2 at the start of the game.

Ability Aptitude (1pt Merit ) Pick a single non combat skill, talent, or knowledge: you’re a whiz at whatever this is. -2 to difficulties relating to this ability.

Ambidextrous (2pt Merit )  You are equally dextrous, or nearly so, with both hands, and use your “off” hand at no penalty. Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls, rather than +1 for the “right” hand and +3 for the other

Culture Knack (3pt Merit)  You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly. In appropriate situations, your social difficulties may be lowered, or you may be able to recover from a botched roll with another roll at normal difficulty.

Daredevil (3pt Merit)  You love to take risks, and are damn good at living through them. -2 difficulty on dangerous feats, and you can ignore a single 1 on your roll.

Graceful (2pt Merit)  You are extremely agile and delicate in your movements. -1 difficulty on all Dexterity rolls. Botches will still hurt, but it is possible to gracefully fall down, and you’ll die before you look clumsy.

Graceless (2pt Flaw) You always look awkward, no matter what you’re doing. +2 difficulty to all social rolls that involve making an impression.

Extremely Educated, Skilled, or Talented (5pt Merit)  You have a large general amount of knowledge, skill, or talent, and have an automatic 1 in the appropriate ability pools. This is an “illusory” level however–if you want to increase your aptitude in a particular ability, you must buy the first dot as if you didn’t have it, and then the second.

Honeyed Tongue (2pt Merit)  You could talk you way out of a broo encampment or sell rain to the cult of Heler. All subterfuge attempts gain one automatic success.

Killer Instinct (5pt Merit) You just know how to make every blow count, target number on damage rolls is dropped by 1.

Natural Linguist (2pt Merit)  You’re good with languages and language structures. 3 dice are added to any language-related roll, but you can’t know anymore languages than your Linguistic score allows.

Speech Impediment (1pt Flaw)  2 Point penalty to all verbal communication rolls.

Well-Travelled (3pt Merit) (You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a non-magical roll to gain a piece of information.

Supernatural

Accelerated Healing (3pt Merit) All rolls to heal you are taken at a reduced difficult of 2, natural healing times are halved

Aura of Death (1pt Flaw) You emanate  a powerful sense of death which unsettles people. In social situations you suffer an increase in 2 in your difficulty rolls, however you gain a  bonus of 1 in your difficulty rolls for intimidate rolls.

Bard’s Tongue (1pt Flaw) What you say tends to come true; you can’t control this prophetic ability, and the compulsion to speak an uncomfortable truth is often very hard to resist, though you may attempt to do so by spending Willpower.

Beast Affinity (1-3pt Merit)  Animals are unusually drawn to you, and though you can’t speak with them, you can communicate with them on a limited level using tone of voice and body language. 1-point affinity is with one specific type of animal, 2-point is with one group, 3 is with all natural animals.

Charmed Existence (5pt Merit)Somebody up there likes you. Ignore a single one on every roll you make.

Cursed (1-5pt Flaw) (most): You have been cursed by someone or something. The curse is specific in nature and cannot be easily dispelled. Level of thept Flaw reflects how bad the curse is; a 1 point curse is annoying, a 5 point curse is likely life-threatening to you and/or to the people around you, and will at least make you and them incredibly miserable.

Danger Sense (3pt Merit)  A successful Perception + Alertness roll, difficulty depending on the situation, will give you a timely sense of foreboding before something bad happens…

Dark Fate (5pt Flaw) You are doomed to suffer a horrible demise, or otherwise have some sort of icky unpleasant fate. You are aware of this, and can kinda make you rather depressed…

Dead is Dead(2pt Flaw) No magic of any kind will bring the character back from beyond death, this effects both soul and body, so reincarnations, undead  creation and any spells which communicate with the dead won’t work.

Green Thumb (1pt Merit)  Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.

Luck (3pt Merit) You manage to succeed in places when others fail. You can repeat three failed rolls per STORY, one repeat per roll, and the second roll always stands.

Offensive to Animals (1pt Flaw)  For some reason, animals fear you or just don’t like you. Add 2 to your difficulty or subtract 2 dice from rolls involving interacting with animals.

Otherworldly Taint (2pt Flaw)You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you’re not “normal” may make a Perception + Awareness roll, difficulty 7, to determine what you are. Note this isn’t a Taint of Corruption, just an indication that you are not quite normal.

Precognition (4pt Merit) You have glimpses of the future. Though you can enter a trance and try to summon a vision, this foresight usually comes out of nowhere, and can be quite shocking in some circumstances.

Prophetic Ability (4pt Merit) You see and understand (or try to) signs and portents sent by the Powers That Be, either through dreams or just a peculiar insight into everyday events. Your insights and visions are usually obscure, and it may take time and interpretation to get a grasp on their full indications.

Resonance(3pt Merit) You are tied to the infinity rune and your magical effects will last for significantly longer than others, double duration effects of spells.

Soothing Voice (2pt Merit) (You have an entrancing voice. Add 2 dice to rolls that involve vocal charming (singing, hypnosis, preaching, etc.), or reduce social difficulties by 2.

True Love (1pt Merit)  You’ve found that One who makes your life complete. Automatic Willpower success when striving to protect, come closer, or remain close to your True Love. Other benefits as well, Storyteller’s discretion.

Unaging (2pt Merit) For some reason, you never age. While this has its benefits, if you know people long enough, they’ll start to notice you not getting any older, which may cause some suspicion. While it’s unlikely you’ll die of old age, thispt Merit does not keep you from getting ill or wounded.

Unnatural Focus (2pt Merit)  You have the ability to concentrate the mind and an inner focus that allows you to pull an additional two points dice for a test once per day.

Social

Blood Feud(1 -3 pt Flaw) – Your are involved in a  blood feud via your family, tribe, cult or village. The size of the Flaw reflects its potential effect on gameplay.

Craven Image (1pt Flaw) (CL): There’s something about you that makes you appear sniveling and “low.” In appropriate situations, social difficulties are at +2.

Disturbing Mannerism (2pt Flaw) (CL): You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is. Difficulties of social rolls are increased at the ST’s discretion.

Enemy (1-5pt Flaw) (most): Somebody’s out to hurt you or your reputation, or even kill you (or people close to you). A 1-point enemy is less than or comparable to your own ability, a 5-point enemy could easily kick your ass into next Tuesday.

Faction Favorite (2pt Merit) Someone of a tribe/clan/cult favor you and will do a good deal to get on your good side, possibly to bring you over to them, especially if you’re currently disparate. Note this probably means they expect greatness of you, so don’t disappoint them. Alter social difficulties by 2 in your favor when dealing with this faction.

Favor (1-3pt Merit)  Someone of higher rank or ability than you in society owes you a favor. Level of thept Merit indicates how big the favor is.

Fugitive(4pt Flaw)- Not only have you been outlawed from your people but you will be actively hunted down by them.

Group Enmity (2pt Flaw)  Some group amongst your kind, i.e. another clan/tribe/cult/ whatever, doesn’t like you and may prevent you going places you might otherwise go or may otherwise give you hell in a variety of ways.

 Inconvenient Alliance(1-3pt Flaw) You have an ally with someone who is discomforting to you and/or your circle, but can’t easily get rid of him because of a favor owed, sense of guilt, or whatever. Level ofpt Flaw reflects how controversial or dangerous this ally is.

Innocent (2pt Merit)  You have an aura of childlike innocence (whether you really are or not). -2 difficulty on rolls involving Subterfuge or Manipulation.

Mistaken Identity (1pt Flaw) (VPG2): People think you’re someone you’re not; even if that person isn’t bad, it can still cause you trouble if they realize you’re not who they think you are.

Notoriety (3pt Flaw)  You did something, or at least others think you did, that is frowned upon by your peers and elders. -2 dice to all social rolls dealing with your clan/cult/tribe.

Outsider (2pt Flaw)  Though you’re not exactly infamous, you have a poor reputation amongst your kind. +2 difficulty on all social rolls when interacting with your group.

One of Us (2pt Merit)You’re just a nice person, and people recognize and appreciate that. +1 die on social rolls when interacting with your fellow folk.

Outlaw ( 2pt Flaw) – For whatever reason your character is cut off from his People and unprotected by the law

Separated( 1pt Flaw) – You have been separated from your people. You also cannot buy backgrounds relating to them.

Reputation (2pt Merit)  You’ve built yourself an excellent reputation amongst your people. Add 3 dice to Social pools when dealing with the people in your clan/town/cult.

Rival (1-5pt Flaw)  Someone within your own society viciously competes against you and tries to undermine your plans; really obsessive rivals may even want you dead.

Ward (3pt Flaw) You are devoted to protecting a vulnerable person. These mortals have a knack for unknowingly getting in the middle of whatever mess you’re involved with, or may even help create one.

Physical

Addiction (1-3pt Flaw)  You are addicted to some substance. You will start to crave the substance if you don’t get it often enough, and have to spend Willpower points to avoid giving in to the urge. The larger thept Flaw, the more dependent you are on the substance, and the worse things will happen if you don’t get what you need.

Allergic (1-3pt Flaw)  You suffer from an allergy to some substance; a 1 pt. version inconveniences you and may increase difficulties in certain situations, the 3 pt. version means you have an incapacitating or even a potentially fatal reaction to the substance.

Aging (3pt Flaw)  Your get up and go has got up and went. Lower any one Physical attribute by one point. Thispt Flaw maybe taken by a character every ten years past the age of 40.

Catlike Balance (2)  -2 difficulty to rolls relating to balance.

Double-Jointed (1)  -2 difficulty on any roll involving flexibility.

Deep Sleeper (1pt Flaw)  Waking up is hard; getting you moving is hard enough (+2 difficulty to attempts to wake you), getting you comprehending what’s going on after you’re up isn’t much easier (+1 difficulty to all rolls during the scene).

Deformity (3pt Flaw)  You have a withered limb, hunchback, or other physical defect which causes you difficulty in movement, as well as in some social interactions. Depending on the type and circumstance, difficulties can be raised on appearance and/or dexterity rolls.

Disfigured (2pt Flaw)  You have an injury or physical defect which makes you perfectly hideous; Appearance trait is automatically 0.

Huge Size (4)  You are not a girly-man (or woman), and may be as tall as seven feet and weigh as much as 400lbs. You have an extra Bruised Health Level.

Lame (3pt Flaw)  Your legs are somehow permanently injured, and you suffer a -2 dice penalty to movement-related rolls.

Light Sleeper (1) You can function on very little sleep, and so are less likely to suffer penalties for losing sleep. You are also more likely to awaken quickly, and so may gain bonuses to Wits rolls when something may wake you up.

Longevity (2) You live long and prosper, and do not suffer aging effects until you are 65-70 years old.

Mute (4pt Flaw)  You are physically unable to speak, and must communicate through writing or sign language.

One Arm (3)  Due to an unfortunate injury or birth-defect, you suffer a -2 dice penalty to rolls where an action would usually require two hands.

Poison Resistance (2) You have an innate ability to resist the effects of many toxins. Roll Stamina to resist the effects of poison, level of difficulty 5 and up, depending on potency of the poison.

Short (1pt Flaw)  You are well below average height, and have difficulty reaching high objects, seeing over things, etc. -2 dice penalty to pursuit rolls. On the up side, you may get bonuses to hiding attempts.

Sterile (1pt Flaw) You are incapable of reproducing. If you are in a society which expects you to have this is apt Flaw. You may, however, take this as apt Merit if you practice lots of sex magic or something in which being fertile may actually cause more problems for you than not.

Slow Healing (3pt Flaw) For some reason, your healing processes are slow, and you heal twice as slowly as others. Supernatural healing only repairs half the damage it normally would.

Sunlover ( 2pt Merit) You love the feel of the touch of the sun, you suffer no penalties for hot climates and are immune to the negative effects of the sun.

Chaos

Chaotic Feature ( 5pt Merit) – Your character posses a positive chaotic feature roll on table (and convert to system)

Chaotic Feature ( 5pt Flaw) – Your character posses a negative chaotic feature roll on table (and convert to system)

Taint of Chaos (7pt Flaw)  You are tainted by Chaos

Runes

The following Flaws and Merits are related to certain runes and can be purchased for different runes. The Flaws developed in game from cults tend to respond to opposing runes to those the cult has.

Runetouched Rune(1pt Merit) One visible or palpable manifestation of the rune, present on the character.  +1 to social interactions with members of friendly cults

Runeblind Rune(4pt Flaw)  You have inability to ever develop connection a  certain rune.

Rune Resistant Rune (4,6pt Merit) – The power of your runes flow you that strong that all magic directly powered by an opposing rune is at difficulty increased by 1 or 2

Rune Susceptible ( 3pt Flaw) – You are susceptible and have low resistance to opposing runes, and are vulnrable to its magic. The game effect is a 2 difficulty penalty on resisting spells and effects of that rune.

Cult Gifts

Cult gifts are examples of possible gifts which God could bestow on their followers as they becoem closer to their God. The range of possible gifts is much higher and limited only by you and your storytellers imagination.

Gifts also include many attribute, ability and  magic improvements which can be handled by standard experience mechanics. The following are only available from your cult.

Allied Spirit (7pt Merit) – Your are gifted an allied spirit from your God

Animal Familiar(3pt Merit) – Gain permanent Mindlink with one animal mount or familiar

Blessed Armour (2pt Merit) – You have a armour blessed by Your God, add one attack or damage dice your choice

Blessed Tool (2pt Merit) – Your have a tool or other item blessed by your God add one to dice to all skill tests with that tool.

Blessed Weapon(2pt Merit) – You have a weapon blessed by Your God, add one attack or damage dice your choice

Cult Skill(3pt Merit)- Start a new cult specific a skill

Geases

The following geases are limitations of actions placed upon the followers which hopefully bring the followers closers by helping them understand the Gods through living out  aspects of the Gods lives.

Geases are never compelled by the gods and characters have the choice to break there geases. If geases are broken cults spirits of reprisal come into play, but the gifts cannot be revoked

Certain cults make more use of geases than others, these are often cults related to the truth rune.

Geas – Never Lie (3pt Flaw) – Always speak the truth

Geas – Never Lie to a friendly cultist( 2pt Flaw)- Never lie to a member of a friendly cult

Geas – Never Lie to your own cult or clan(1pt Flaw)- Never lie to a member of a friendly cult

Geas – Mistrusts Group/Cult/Race (1-3pt Flaw) -Mistrust a  certain group of cult enemies

Geas – Always challenge Group/Cult/Race ( 2-4pt Flaw) – Always challenge a  group of specific cult enemies

Geas – Never help Group/Cult/Race ( 1-3pt Flaw) – Never help a group of a  group of specific cult enemies

Geas – Never Flee Group/Cult/Race ( 3 -5pt Flaw) Never flee from a  group of specific cult enemies

Geas – Food Requirement/Restriction (1pt Flaw) A food restriction that reflects the myths of your cult

Geas -Weapon Ban (1pt Flaw) A ban on using one type of non cult weapon

Geas – Weapon Requirement(2pt Flaw)  Requirement to use cult weapons only

Geas – Armour Restriction(1pt Flaw)  Unable to use to use one type of armour

Geas – Shield Restriction(2pt Flaw) – Unable to use shields

Geas – Celibacy Restrictions(1-3pt Flaw) – Celibacy Restrictions that reflects the myths and values of your cult

Geas -Marriage Restrictions(1 -2pt Flaw) – Marriage Restrictions that reflects the myths and values of your cult

Geas – Never Procreate(2pt Flaw) – Never have children

Geas- Never allow a specific group to suffer(2pt Flaw) – Never allow a group to suffer

Geas – Riding Restrictions (1-3pt Flaw) – Riding restrictions which reflect your cults myth and values

Gloranthan Runes for WOD:Glorantha

I’m sure all us Glorantha files know these and can recite them in our sleep, but for reference and those who may not be coming to this with a deep knowledge of Glorantha the following is a list of all the Major known Runes in Gloranthan.

What are runes?

“The Runes are the building blocks of Glorantha. They are symbols, archetypes, embodiments, and the actual matter and energy of the world. Runes originated with the very creation of Glorantha.” – The Great Sage

What Game Effects Do Runes Have?

Runes are very central in defining your characters ability to perform magic in multiple ways;

  • Runes are used to amplify common spirit/battle magic spells
  • Your runic associations give you Access to your gods rune spells
  • Your runic associations can affect how different spirits will respond to you
  • Rune determine how sorcerers can manipulate the very fabric of creation
  • Runes are key to ho you character functions the hero plane

Which should I choose for my Character?

All characters need have to have at least on trait in an elemental rune. Apart from that you are free to choose how you place your runes. It is advisable place most your rune traits in  the same runes as your main cult, as it will affect cult progression and use of cult magic.

Elemental Runes

  • Air
  • Darkness
  • Earth
  • Fire/Sky
  • Moon
  • Water

Power Runes

  • Death
  • Disorder
  • Fertility
  • Harmony
  • Illusion
  • Movement
  • Stasis
  • Truth
  • Illusion

Form Runes

  • Plant
  • Beast
  • Chaos
  • Dragonewt
  • Man
  • Plant
  • Spirit

Condition Runes

  • Communication
  • Dragon
  • Eternal Battle
  • Fate
  • Infinity
  • Law
  • Light
  • Luck
  • Magic
  • Mastery
  • Undead

Natures and Demeanour for WOD:Glorantha Mash Up

Archetypes

These are used both for a players nature – what you really are, and your demeanour – what you appear to be, which can be the same, similar or very very different.

Architect : You desire to leave a legacy, tangible or intangible. This could be anything from an artistic masterpiece to a successful organization you founded to a new tradition you started.. Regain Willpower when you create something of great importance and/or lasting value

Autist: You live inside your shell. Revealing the ‘real’ you could be the worst thing that could ever happen. Regain Willpower when you manage to keep someone entirely out.

Autocrat: You must be in control in all times of all situations. Regain Willpower when you maintain control during a situation and success is guaranteed.

Avant-Garde: You must be the first to know everything. Nothing is established, no gossip is spread without you having known it first. Regain Willpower when you make an exciting discovery regarding the society in which you’re involved.

Benefactor: You have a bounty of riches or some other resources which you feel compelled to share. Regain Willpower when you help someone by providing something no one else around you can

Reveler: Live for today, because tomorrow may never happen. Regain Willpower when you manage to fully express your enthusiasm for life

Bravo: You have little tolerance for weakness, especially in yourself. You could be a proud warrior or a just plain bully. Regain Willpower when you intimidate or physically force someone to do what you want or back down.

Caregiver: You desire to take care of others, ease their pain, and heal them. Regain Willpower whenever you successfully protect or nurture someone else.

Cavalier: You are the hero, the gallant defender of truth, justice, and all that is good. Regain Willpower when you accomplish a significant task for the better of the group (or the world as a whole, for that matter).

Child :Whether you are one or not age-wise, you haven’t grown up emotionally and prefer to let someone else take care of you. Regain Willpower when someone helps you with no apparent gain to herself. 

Competitor: There is no greater thrill than the thrill of victory, and you’ll do anything to feel it. Regain Willpower when you win a contest, formal or informal.

Confidant: You like and understand people and like to give advice-and you’re usually good at it too. Regain Willpower when someone confides in you on a personal level.

Critic: Everything has a fault and you will find it. Regain Willpower when you point out a significant flaw in something that would have caused disaster if overlooked.

Curmudgeon: You’re irascible and cynical and vocally so. Joy and laughter? Bah, humbug! Regain Willpower when someone does something stupid, as you predicted.

Deviant: Whether it’s because of your ethics, beliefs, or general view of people and society, you just plain don’t fit in. Regain Willpower whenever you blatantly defy social codes without getting punished.

Director/Leader: You always know the best way to go about doing something, and it only makes sense that persons follow your lead. Regain Willpower when you are able to lead a group in accomplishing a significant task.

Explorer: The world is full of wonder, and you’ve got to see it all. Regain Willpower when you make a significant discovery, such as finding a special place or artifact, or making a profound insight about yourself or a friend.

Fanatic: You have a cause, or maybe the cause has you… You live, eat, breathe this cause (of course, if you pick this one, you have to define what that cause is). Regain Willpower when you accomplish something that furthers your cause.

Follower: You’re happy to help the leaders accomplish their goals, and stabilize the group with your support. Regain Willpower when your group accomplishes something due to your support.

Fundamentalist: You believe that the principles and tenants of your God or your cause is always right and that compromise is not an option. Regain a willpower when your lack of compromise is vindicated

Gallant: You are flamboyant as hell, and love to be the centre of attention. Regain Willpower when you dazzle or impress another person.

Guardian: You have the strength, be it inner, physical, or both, to handle this hostile world, and desire to use that strength to protect the weaker folk around you. Regain Willpower when you successfully shield some worthy party from great harm.

Investigator – You love to find hidden truths, unknown facts and guilty secrets. Regain willpower when you discover a fact which isn’t in the public domain.

Jester: You are the fool, the comic, the smartass, always looking for the humour in a situation. Regain Willpower when you lift someone’s spirits/ease their pain with your humour.

Judge You are an arbitrator and peacemaker, acting as a fair voice in conflictual situations. Regain Willpower when you separate truth from lies or successfully mediate a conflict.

Loner You have your own path and no desire to share it with anyone else. Regain Willpower when you manage to achieve a significant task without anyone else’s help.

Manipulator: People fascinate you, and you love to see the many ways they react to the situation you’ve so carefully set up for them. Regain Willpower when you gain some new insight about people from some “experiment” you’ve performed on them without their realizing it.

Martyr: You would rather suffer or even die than sacrifice your values or your friends’ needs. Regain Willpower when you do that.

Masochist: You’re always trying to see just how much more trauma you can take before you collapse. Regain Willpower when you make it through a new and interesting painful experience.

Monster: You are depraved, villainous scum. Regain Willpower when you manage to indulge in suffering that you’ve produced.

Optimist: You can always see that silver lining despite that icky dark cloud looming in front of it. Regain Willpower when your conviction that all will turn out for the best gets the group through-and it turns out you’re right!

Pedagogue: You are the ultimate teacher, living to pass on your knowledge so everyone might benefit from the wisdom of your experiences. Regain Willpower when someone really learns a great lesson from you.

Penitent: What ever it was you did, it was bad, and you devote all your energy to atoning for your sin. Regain Willpower when you perform a feat that significantly alleviates your guilt or is a step in achieving the goal that will make up for your crime.

Perfectionist: Everything you do, say, are… must be without flaw. Regain Willpower when you do something without a hint of mistake.

Plotter: Everything you do must be planned out to the last detail. Regain Willpower when you/the group accomplishes something by following your plan to the letter.

Poltroon: Running away may be cowardly, but you’re alive, aren’t you? Why deal with something potentially unpleasant and possibly fatal when you can just avoid it? Regain Willpower when you manage to escape a particularly nasty situation without having to deal with it at all.

Praise-Seeker: You absolutely crave the approval of your comrades. Regain Willpower when you are praised genuinely for a feat you accomplished by yourself.

Predator: The fittest survive, and you’re pretty damn fit. Regain Willpower when you single-handedly hunt and kill another creature to ensure your survival.

Rebel: You will do as you will, and ultimately desire freedom from unpleasant societal bonds. Regain Willpower when your rebellion against authority or the status quo turns out for the best.

Renunciate: For some reason, you want to leave your past far, far behind you; though as hard as you try to forget it, the past will forever haunt you. Regain Willpower when you shake aside someone/something that reminds you of your past, and do so without consequences.

Rogue:  You do what you need to look out for yourself and get done what has to get done. If someone else suffers in the process, that’s just too bad. Regain Willpower when your self-centered methods gain you something of significant value.

Sage: Knowledge is your treasure and your joy, and you enjoy both learning as well as teaching others your wisdom. Regain Willpower when you help someone through your vast knowledge or uncover an obscure piece of lore.

Sensualist: Sensation is your addiction, and you’ll do anything to experience a new one. Regain Willpower when you experience a new, exciting sensation and live to tell about it.

Show-Off: You need approval and praise and will do anything to get it. Regain Willpower when your antics earn you that praise you so crave.

Survivor: No matter what happens, you’ll pull through it somehow. You’re one tough cookie, and don’t understand it when others give up so easily. Regain Willpower when you survive a difficult situation by the skin of your teeth.

Thrillseeker: The stakes are just never high enough. More adrenaline, please! Regain Willpower every time you willingly enter a life-threatening situation and then escape it

Traditionalist: Why change what’s worked for ages? You’re the ultimate conservative. Regain Willpower when your old-fashioned methods prove to be the best solution.

Trickster: Your antics do more than amuse; your pranks and tricks have a point of teaching someone a lesson, or humorously but deftly reveal some wisdom. Regain Willpower when your acts reveal wisdom that would not have been realized by more traditional means.

Visionary: You have the drive and imagination to keep aiming for the sky and beyond. Regain Willpower when you convince others to believe in your dreams and follow your vision.

Wanderer: Settling down just is not your thing-whether you’re running away from something or simply longing to see new places, the road is your home. Regain Willpower when you complete your purpose in one place and move on, leaving no loose ends or attachments behind.

Many thanks to http://www.deathquaker.org/ whoes lists has my source saved me an awful lot of time.