Re: Adding a rune to a hero, in play

From: Jeff <richaje_at_IH2r2hYUu3DeEbYv0t24GOBdPnkfQ_R7Gye59x7j12F2hw4uBxDyMGwqpUESEEwqWB-o>
Date: Sat, 26 Dec 2009 18:11:09 -0000


> According to what I have read in HeroQuest2 rules and in Sartar: Kingdom of Heroes, a hero starts with three runes. The HeroQuest2 rules say "pick up to three" and the Sartar book gives information on how to pick three. OK.

Yep.

> If, during play, the hero's accumulates some hero points, may he buy an additional rune affinity by spending them, as he would another ability? That would give him four, I guess.

Yep.

> If, during play, the hero has some adventure and it would seem he should acquire a new rune's powers, or lose powers, is this possible? I am thinking specifically of heroquests (X loses fire powers because Y stole them, or may Z gains them as a gift from N, etc.). Is this built into the rules somewhere I missed, or an exception, or forbidden.

Sure. In the section discussing HeroQuest challenges this is addressed (you can lose an ability by failing the heroquest challenge). However, in most cases you just lose an ability related to the Rune, not the Rune itself.

Jeff            

Powered by hypermail