Re: Rainbow Mounds

From: David Dunham <david_at_...>
Date: Thu, 22 Mar 2001 20:58:46 -0800


Jane asked

> How, in HW, is a "normal", Orlanth-initiate-type PC meant to handle
> ghosts? "Run away" is about all I can think of. Or resist possession
> so well that the ghost loses AP.

Seems to me it's the same as in RuneQuest -- you need a specialist (spirit-talker).

However, the player heroes can defend with various abilities, and reduce the ghost to 0 AP so it can no longer threaten them. It would be a magical attack, so whatever ability they pick would be considered to be at least 14.

Jeff replied

> > The basic magic resistance is 14 so he resists the spirit's
> > might using that. If he has a combat affinity, he could use
> > that instead. If they give convincing reasons why another
> > ability should be used instead, then let them.
>
> Um, not really. I think its more of the default of 6. But
> I agree that Possession, though, is going to be at LEAST a 14.

You always defend from magical attacks with at least 14 (see the bottom of p.170). I prefer to let them roll against whatever ability they choose and pretend it's 14. And see the part earlier on p.170, where a default resistance is "I call on Orlanth/Ernalda to help me resist these ghosts," which could be interpreted as the Initiate/Devotee rating, or even highest affinity.

David Dunham <mailto:dunham_at_...>
Glorantha/HW/RQ page: <http://www.pensee.com/dunham/glorantha.html> Imagination is more important than knowledge. -- Albert Einstein

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