Very interesting.
How do those darned Lunar heroquest hijackings work, then? Do they
bring someone along who can mitigate/neutralize otherworld penalties,
or do they just have massive support backing them up, or both, or
some other perfidious chaotic trickery?
Apologies if this has been covered elsewhere.
Reinier
> > From: Peter Larsen <plarsen_at_g...>
> >
> > I'm not necessarily an Anaxial's buff, but the modifiers don't
> >necessarily get you both ways. For example, we have a Hedkoranth
Devotee > >who is arm wresting one of of his God's followers in the
Thunder Brother's> >Hall on the STorm Tula. The Devotee is Strong
10W. He gets +5 for being in> >a Safe part of the Otherworld
(Narrator's Book, p.33). His opponent is a> >middling-strong Umbroli
(Strong 20 (+20 for being "home")(AR, p.197). He's> >a little
outclassed, but not enormously. Now, if that devotee goes out into
> >the Fire Tribe's territory, his Close Combat 15W3 is not reduced
(NB,> >p.33), but the Star Soldier he's fighting gets the +20 for a
Close Combat> >of 10W4 (AR, p.192). Some hero points or augmenting
will be called for. If> >the same devotee goes to the Western
Otherworld and tries to charm a> >Luathan Guard, the Devotee will be -
20 (NB, p.33, again) to his Charm 10W,> >and the Luathan's Suspicious
will be 18W (AR, p.207). Good luck Devotee!
>
> Excellent summary. Rarely will heroquests stray out of safe or
neutral> territory. Some big quests (LBQ and Sorceror Town) may
require it, but most> don't.