Ok, I am going to attempt to write a convention scenario with all
the player characters have their cult secrets. Of course, being me,
they will have to be Orlanthi!
I have been working on the notion that affinity costs should be 2/4
for unconcentrated. This would make things more manageable yes?
Regards
Rob
- In HeroQuest-rules_at_yahoogroups.com, "Jane Williams"
<janewilliams20_at_y...> wrote:
>
> Benedict:
> > A long time ago I posted the same question. I have never seen a
claim
> > that a PC learned the cult secret in a campaign for which
> > they started at 'normal' power levels.
> >
> > The context of my original question was that I asserted that the
Cult
> > Secret rules were broken to the point of useless and that they
had
> > probably never been play tested.
>
> FWIW, while I've never encountered a PC with the Secret, I have
encountered
> an NPC at that level, and the rules were used to work out roughly
what
> levels his other abilities should be at. We then looked at
augments, worked
> out his resulting combat ability, whimpered, and did exactly what
he said
> (well, most of us did).
>