From: RuneQuest-Request@Glorantha.Holland.Sun.COM (RQ Digest Maintainer) To: RuneQuest@Glorantha.Holland.Sun.COM (Daily automated RQ-Digest) Reply-To: RuneQuest@Glorantha.Holland.Sun.COM (RuneQuest Daily) Subject: RuneQuest Daily, Fri, 03 Dec 1993, part 3 Message-ID:Precedence: junk --------------------- From: R1VOLZ@VAXC.STEVENS-TECH.EDU Subject: Heroquests, etc. Message-ID: <01H60GO3JVOY9OH0N5@VAXC.STEVENS-TECH.EDU> Date: 2 Dec 93 13:40:40 GMT X-RQ-ID: 2527 Greg Fried writes: >The immediate plot background ... (huge convoluted plot buildup deleted)... I love this buildup. Well constructed! >What kind of reward could the ritual opponent in such a HQ earn? In CoP there is an description of a combat where a Yelmalio priest attempted to reenact a situation from the GodTime so that he could remain married to his wife. It seems that the victors were entitled to his property and their lives. In an analogous event truly taking place in the GodTime, I would guess that the victors would be allowed their lives and freedom, as well as some spiritual power (like a one-use divine spell or temporary ability) related to the powers of the being defeated. Thus, gods get aspects of power normally associated with the vanquished (Zorak Zoran's use of fire, gained when he defeated Yelmalio, etc.), heros get abilities that they can use in their schemes, etc. I would say you should give the players some power related to the troll shaman's strength, such as one of his spells, one of his spirits, or even a one-use fetch (thus allowing them to become involved with another GodTime/Hero Plane plot). I would hesitate to give them something permanent, but then most of the gamers here would abuse any such reward. You know your own players best. By the way, can anybody tell me where I can find a write-up of the Yelorna cult? Any references to it in the Sun County book are extremely vague. Thanks. Roland +----------------------------------+-------------------------------------------+ | Roland Volz | "I'm here to kick ass and chew bubblegum | | R1VOLZ@SITVXA.STEVENS-TECH.EDU | ... and I am all out of bubblegum." | +----------------------------------+-------------------------------------------+ --------------------- From: tsl@mulga.cs.mu.OZ.AU (Tim Leask) Subject: Humakti Swords Message-ID: <9312030019.6258@mulga.cs.mu.OZ.AU> Date: 3 Dec 93 16:19:25 GMT X-RQ-ID: 2528 In relation to MOB's clarfication of what happens to the gifts on a Humakti's sword when the Humakti dies I would like to state the following: Whilst it is true that when a Humakti goes to the underworld he takes with him a spiritual sword to which are transferred Humakt's blessings there are possibilities. Sometimes an aging Humakti will volounteer to become a temple guardian spirit. As part of the ritual the Humakti donates his sword to the temple and may take another Humakti gift. The gift is usually another sword blessing on the donor sword or a sword nominated by the officiating priest, though sometimes sense assassin or another gift appropriate to the guardian spirit's new role will be taken.The blessings remain until the guardian spirit proceeds to the Underworld. A large Humakti temple can have some VERY potent swords available - more powerful even than the Lottery swords of Esrolia. Daine Swordswinger (Sword of Humakt and hero of the Cradle) ================================================================================ Department of Computer Science /*\__/\ "Money is something you have in University of Melbourne < \ case you don't die tomorrow." Parkville, Vic., 3052, AUSTRALIA \ _ _/ Gordon Gecko. Phone: +61 3 282 2439 \| -- e-mail: tsl@cs.mu.oz.au ================================================================================ --------------------- From: graeme.lindsell@anu.edu.au (Graeme A Lindsell) Subject: SIZ, Heroquests, Chaotic Storm Bulls and Human Sacrifice! Message-ID: <9312030508.AA04396@cscgpo.anu.edu.au> Date: 3 Dec 93 21:06:16 GMT X-RQ-ID: 2529 Carl Fink writes: > Well, in RuneQuest 4 SIZ is linear, rather than exponential. Go >with the higher figure for HP. Has this changed recently? The last posting by OJ on SIZ on the rq4 list definitely wasn't linear; from memory it was: SIZ Mass 1 1-5 kg 2 6-10 ... ... 9 41-45 10 46-50 11 51-60 12 61-70 ... ... 20 140-150 21 150-170 etc: the weight increase doubling every 10 size. Graeme Willoughby & The Slimestone Gorp: Strangely enough, I've been thinking of an adventure which involves the Slimestone Gorp leaving Slimestone, but along different lines: the players (led by a obsessed LH priest) would try to reach and inspect the ruins of Slimestone before it returns, to see what remains of the city and try to determine why the Gorp is trying to destroy it. I agree with Sandy: you shouldn't be able to destroy the Slimestone Gorp. I would have been happier if no stats had been presented for it, because then players and GM's wouldn't be tempted to use a rules system designed for characters in the 20-250 kg range for something that weighs millions of tonnes. That said, a fire would be the best way to deflect it: the players should try setting alight to Hellwood , perhaps :-) Carl-Johan Lundell writes: >The BIG problem is that he is a Storm Bull >initiate. What happen when he gets tainted? Will he do the "right" thing and >commit suicide or will he break the SB bonds and become a chaos follower? Rememeber that a chaos feature is not without it's other effects: the SB is now partially controlled/infected with the power that would destroy Glorantha. This should start to have psychological effects pretty rapidly: if the SB doesn't commit suicide soon then he will start to be a chaotic, and indulge in meaningless acts of rampant destruction. Of course, since he used to be a Storm Bull, no-one will notice any difference :-) Steven Barnes writes: >Anyway, it is debateable whether >it is possible to meet other Heroquesters, when you travel outside of >Time. In Argrath's saga he meets Innanna Dottersdaughter (sp?), a Lunar heroquester, while on his quest to stop Kalikos Icebreaker. >This raises many metaphysical issues. It would seem unlikely >that a heroquester would ever return to the same reality he >left. (My understanding is that a quester changes reality, >rather than departing to a different one). I agree. The point of a succesful heroquest is that reality has been changed when you return, changed in some desired fashion. I think the complexity of the hero plane is one reason why unplanned heroquests are so much more dangerous that planned cult quests. You could easily lose your route back to the time/reality you came from. I see the hero plane as having many entries and exits to the mundane plane, and since here is no Time these can lead to almost any period. If during the quest the hero loses the path, or does something that changes the world so much that his path back no longer exists (or even never existed), then he'll be forced to exit in some other manner, by completing or joining or creating some other heroquest path, or be lost to the mundane world forever. Pam Carlson writes re human sacrifice: >I've also heard tales of Celts, wicker and fire. Don't forget the Roman gladiators. I understand that they originated as a variety of human sacrifice by combat, and only later were they purely entertainments. I have some stuff that was on Loren Miller's GRASS mailing list about human sacrifice; I think there's too much for this list but I could mail it to you if you want. Loren wrote a lot of it so he might want to comment. Graeme Lindsell a.k.a Graeme.Lindsell@anu.edu.au ---------------------