Re: Three Runes

From: Todd Gardiner <todd.gardiner_at_0cVh840norZCiDrWiAG9zVQ42QiArMZkm8y7MlHyCCgCRQmbbqIheH-F4aS5V9>
Date: Mon, 21 Dec 2009 11:07:10 -0800


Except that in S:KoH players then take 1 to 3 abilities that are in my Common Magic category, after taking their three Rune Affinities.

On Mon, Dec 21, 2009 at 11:03 AM, Peter Metcalfe < metcalph_at_0zr2hi0hvntALXL1xkJl0iFdkwEymrvF3eyEU6SQdJHPq2vG0fIwHEEOBvU23POFrl-T9GygYi7uvXp2p54lX3pk56M.yahoo.invalid> wrote:

> Todd Gardiner wrote:
>
> > To me, Common Magic is:
> > A simple spirit charm that someone else gave me.
> > A simple spell that someone else taught me.
> > An innate magical ability that I was born with.
> > [These are generally specific, augment-only abilities, low magic]
>
> The third definition conflates affinities and talents. The affinities
> are given during initiation into the Pantheon:
>
> The rites of Heort and the Second Son awaken
> the man’s Breath (Air Rune Affinity g) and two other
> rune affinities of the player’s choice. One of the
> three affinities starts at 17 (player’s choice), the other
> two at 13. These rune affinities are keywords in their
> own right and cost 2 hero points to increase.
>
> Sartar: Kingdom of Heroes p77
>
> > Rune Affinities awakened by visiting the Gods Plane (possibly with the
> > help of a Priest)
> > [These are the awakening of magic powers for lay members. Mostly general,
> > broader magic augments. Except spells, of course.]
>
> I think it better if you grouped the common magic tier and the lay
> member tier together in terms of magic but the rest of your thinking is
> similar to mine.
>
> --Peter Metcalfe
>
>
> ------------------------------------
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