One of the nice features of RQG has been the family heirloom table on RQG pg . However due to size available in the book we have a limited table with 20 options, which means that quickly many characters will have exactly same items. I found this out testing 3 or 4 characters and checking through the pregens.
Thus to enhance the variations and options we have extended that list out to work on a d100 roll and have subsection for matrixes. The aims to give a much higher degree of variation in what can be found and to save refs having to come up with variations on the fly.
*There is room for more variations so if you wish to make suggestions in the comments I will be willing to add more over time. This will probably be amended after the GM book comes out as it may have more options.
Heirlooms & Artefacts
Roll d100 | |
1 – 2 | You have an ancestor worshiped as a hero by your cult. Gain Devotion (deity) or Loyalty (temple) or add +10% if already possessed. You also get +5% bonus to your Orate and +5% to your Reputation. |
3 – 4 | You have a famous hero as an ancestor. Add +10% to the Orate skill and +5% to your Reputation. |
5 – 7 | You have been entrusted with a written history of the clan dating back several generations which has been maintained by various writers, + 3% reputation, + 5% homeland lore, + 10% read /write own language |
8 | You have a written history of your tribe dating back several generations and which has been maintained by various writers, + 6% reputation, + 10% homeland lore, + 10% read /write own language |
9 | You have been handed a written history of your temple dating back several generations which has been maintained by various writers, + 3% reputation, + 5% cult lore, + 10% read /write own language |
10 – 11 | You have a Prize Bull worth 5 times current market prices for a normal animal, gain * 20% on yearly herding rolls for any herd he has serviced. |
12 – 15 | An ancient treasure map showing route to place, 2 weeks from characters homeland at the GM’s discretion its is marked as treasure, lair, grave, tomb, or not at all |
16 | An awakened small animal (SIZ 2 or less, such as a cat, a lizard, a bird, etc.) with 3D6 INT and 3D6 POW. Otherwise it is normal for its species. The animal knows 3 points of spirit magic of the player’s choice. It can speak the adventurer’s language and serves as a loyal companion, but is otherwise independent. See the Glorantha Bestiary for additional information on such creatures. |
17 | The character is watched over by ancient ancestor INT 2d6+6, POW 3d5, and CHA 3d6. Is only able to act near family lands or other significant locations. will know 5 spirit magic spells. |
18 – 19 | The character has a minor spirit bound into a item. POW 2d6, CHA 2d6. No spells learned as yet. |
20 | For both good or ill ,your mount is an awakened animal with 3D6 INT and 3D6 POW. Otherwise it is normal for its species. The animal knows 3 points of spirit magic of the player’s choice. It can speak the adventurer’s language and serves as a loyal mount. However expect more independent behaviour, banter and interaction than usual for a mount, See the Glorantha Bestiary for additional information on such creatures |
21 – 23 | A pot of Woad (see Rune magic spell Bless Woad, RQG Page 322), 1D6 points of potency. |
24 – 25 | 1D3 pots of Rhino Fat. Each pot contains enough to add 1 point of armor to all hit locations, which can be worn below clothing and armor, though the smell is quite pungent. One application takes ten minutes to apply and lasts one hour, though the smell of rancid meat lingers. |
26 – 28 | A bronze or ceramic votive image of your god that adds +10% to the Worship (deity) skill. |
29 – 32 | 1d6 healing potions that heal 1d10 points of damage each |
33 | A finely-made musical instrument, imbued with magical properties (add +20% to Play Instrument when used). |
34 | A expertly made and enchanted crafting tools, +20% to relevant craft skill. |
35 | A finely crafted and enchanted saddle for a your cultures riding beast which gives +20% to ride skill. |
36 – 42 | Magic POW storage crystal that can hold up to 1D6+3 magic points or serve as a spirit binding matrix (see RQG page 249). |
43 – 54 | Magic POW storage crystal that can hold up to 2D6+3 magic points or serve as a spirit binding matrix (see RQG page 249). |
55 – 56 | Magic POW storage crystal that can hold up to 3D6+3 magic points or serve as a spirit binding matrix (see RQG page 249). |
57 – 58 | Superior Weapon – One weapon you own is of superiors quality which allows it to inflict one more point of damage than usual. |
59 – 60 | Superior Armour – One piece of armour you own is of superiors quality which allows it to absorb one more point of damage than usual. |
61 | Rune Weapon – One weapon you own is made out of enchanted rune metal that reflects your culture history and cult |
62 | Rune Armour – One piece of armour you own is made out of enchanted rune metal that reflects your culture history and cult |
63 | An ingot of iron or some other pure Rune metal weighing 1D3 ENC. If enchanted, the metal could be forged into a weapon, piece of armour, or other object. The item will have half again the number of hit or armour points, and each point of ENC provides a 5% chance that the wearer/user cannot cast magic, or that magic spells cast on them will have no effect. |
64 | Healing Focus Crystal Power 2 |
65 | Sensitivity Crystal Power 4 |
66 | Power Enhancing Crystal Power 2 |
67 | Spell Reinforcing Crystal Power 2 |
68 | Spell Strengthening Crystal Power 2 |
69 | Spell Resisting Crystal Power 2 |
70 | Spirit Supporting Crystal Power 2 |
71 | Spell Storing Crystal Power 2 |
72 – 88 | You have a matrix – See spell matrix subsection below |
89 – 98 | Select a cult spell and then refer to spell matrix subsection |
99 | Choose your result on this table.( but not any sub tables) |
100 | Roll twice. If this roll comes up again, roll twice more. |
Matrixes
If you rolled a random matrix select by rolling on the following table to select the spell for the matrix.
Random Spells
Roll d100 | Spell | Points |
1 – 2 | Befuddle | 2 |
3 – 6 | Bladesharp | var |
7 – 9 | Bludgeon | var |
10 – 11 | Coordination | 2 |
12 – 14 | Countermagic | var |
15 – 16 | Darkwall | 2 |
17 – 18 | Demoralize | 2 |
19 | Detect Enemies | 1 |
20 | Detect Life | 1 |
21 – 22 | Detect Magic | 1 |
23 | Detect Spirit | 1 |
24 – 25 | Detect Gold | 1 |
26 | Detect Silver | 1 |
27 | Detect Gems | 1 |
28 | Detect Water | 1 |
29 | Detect Trap | 2 |
30 | Detect Undead | 1 |
31 – 32 | Dispel Magic | var |
33 – 35 | Disruption | 1 |
36 | Distraction | 1 |
37 – 38 | Dullblade | var |
39 – 40 | Extinguish | var |
41 – 43 | Fanaticism | 1 |
44 – 45 | Farsee | var |
46 – 48 | Firearrow | 2 |
49 – 51 | Fireblade | 4 |
52 | Glamour | 2 |
53 | Glue | var |
54 – 58 | Heal | var |
59 – 60 | Ignite | 1 |
61 – 62 | Ironhand | var |
63 | Lantern | 1 |
64 – 65 | Light | 1 |
66 | Lightwall | 4 |
67 – 69 | Mobility | 1 |
70 – 71 | Multimissile | var |
72 – 73 | Parry | var |
74 – 77 | Protection | var |
78 – 79 | Repair | var |
80 | Rivereyes | 1 |
81 – 82 | Second Sight | 3 |
83 – 85 | Shimmer | var |
86 – 87 | Silence | 1 |
88 | Sleep | 3 |
89 – 90 | Slow | 1 |
91 – 93 | Speedart | 1 |
94 – 95 | Spirit Screen | var |
96 – 97 | Strength | 2 |
98 – 99 | Vigor | 2 |
100 | Visibility | 2 |
Cult Spells
If you rolled a matrix with cults spell, choose a cult spell of your liking, ( I may suggest tweaking your learned spells at this point as well as its more than reasonable to expect your character would not have learned a spell he had a matrix for ).
Matrix Strength
If you spell is variable you can choose to have a 2pt matrix or roll on the table below roll for spell strength
Roll | |
01 – 25 | 1 point |
26 – 75 | 2 point |
76 – 90 | 3 point |
91 -100 | 4 point |
Matrix Design
The value of the physically item the matrix is usually significant and is calculated by rolling 2d6 and multiplying by 100L.
Once that has been attained choose values from the attributes below that create and interesting and unique item, that reflect the choice of spell and the value. The list below is descriptive only feel so feel to deviate and be creative.
Item Type: Arm ring, Armour, Bangle, Bowl, Buckle, Cloak Clasp, Coin, Crown, Helm, Jug, Ring, Figurine, Gemstone, Image, Mask, Musical Instrument, Necklace, Pendant, Ring, Rod, Staff, Shield, Stone, Tooth, Torc, Weapon
Material: Agate, Amethyst, Ash, Bone, Brass, Bronze, Cedar, Ceramic, Copper, Crystal, Ebony, Granite, Gold, Hardwoods, Jade, Lead, Marble, Obsidian, Oak, Onyx, Pewter, Pearl, Silver, Yew
Decorative Styles & adjectives: Burnished, Carved, Ceremonial, Crude, Guilt, Enamels, Copper, Gold, Silver, Painted, Patterned, Polished, Rough, Wood Inlays, Uncut
Designs: Bear, Bull, Butterfly, Claw, Column, Crone, Deer, Dog, Eye, Face, Fang, Finger, Figure, Fish, Frog, Hag, Hand, Head, House, Knotwork, Lizard, Lion, Mask, Moon, Nymph, Phallic, Pyramid, Rune, Scorpion, Shadowcat, Skull, Star, Snake, Sun, Tooth, Temple, Tower, Troll. Visage, Weapon, Wheel, Woman
Examples:
Yorath the Housecarl , roles 74 which gives him a random matrix a role of 53 makes that a glue matrix and a role of 45 makes that matrix a glue . He roles 3 on 2d6 and this determines the matrix is worth 300L. The player reading the list decides a carved wooden hand, made out the wood of a gum tree imported from Teshnos would make a great and interesting host for the matrix. The ref decides gum trees in Teshnos can be a thing in his Glorantha and OK’s the item.
Derek the Merchant roles a 93 which means he has a Cult Spirit magic matrix, he decides he would like a Countermagic matrix from the Issaries Spirit Magic spell list. He choose to take a 2pt Matrix. He then roles 9 on 2d6 and the item is worth 900L. Then player chooses to a full helm, made of Iron for his item. The ref considers this ‘blagging the system’ and asks him to think again. He finally selects an ash staff, with cult runes inlaid with silver & gold, Which the refs is willing to sanction.