wrote:
> I was speaking of HW runes. In Ttrotsky's write-up Donandar
has [Theist]
> [Storm] [Orlanth] [Donandar] but IMO Donandar is not only connected
to the
> Storm Pantheon, but also to the Solar and Earth Pantheons, through
his
> brothers.
But would they be HIS Runes, or just Associate Runes? I notice there
are no Associate Cults presented in the Preview, so no Associate Cult
magic.
> Me & Wulf Corbett
>
> > Trotsky has the Donandar Keyword on his site, but very different
to
> > yours.
>
> D'oh! One has a creative fit and gets immediately
repressed! ;)
Help, Help I'm being repressed! :)
>
> > Not sure which I personally prefer, but you've forgotten mundane
> > skills...
>
> Thanks, but I left out mundane skills on purpose, because I
feel you have
> to be an entertainer to become a Donanadari (see the requirements)
I'd agree fully, if I had an 'Entertainer' or 'Bard' Occupational
Keyword list.
> the mundane abilities given in Ttrotsky's write-up are those that
entertain
> the Torkani, but why not an "Improvise Poetic Strophe" (which IMO
any
> Heortling skald should have)? Better leave out the mundane from the
> magical - in this case.
Can't argue with that, except... what's a 'Strophe'? Never heard the
word before...
>
> > Trotsky has the Switch Places as the Secret, but has demoted
> > Harmonise to a simple Feat, which perhaps give Switch Places it's
> > rightful importance?
>
> I prefer Harmonize as the secret, because harmony is one of
the fundamental
> elements of music (even though Donandar is not only god of music)
and IMO
> it's more serious and resonant, whereas Switch Places seems to me a
cheap
> trick worthy of Eurmal. "Blending all, making harmony out of
cacophony, was
> Donandar's secret power" - I like this sentence! ;)
It is, in Theistic terms, much more suitable. In game terms, the Swap
Places is the more powerful (although your wider interpretation
of 'Harmonize' is much nicer, oh repressed one :).
> Perhaps, but a kind of rhetoric I like. If you happen to know
> Rush, think of 2112 (their masterpiece IMO).
Can't stand Rush, prefer Siouxsie & the Banshees or Sisters of
Mercy :)
>
> I really can't find something that interesting and deep in
Switch Places.
> What is it supposed to represent?
'Is it real, or is it Memorex?' - the fundamental problem of
perceiving Reality and Illusion: which is which? Actually, in the
somewhat abstract style of HW, I think Swap Places works rather well,
assuming you don't use a map and figures to give the game
away... 'OK, I attack the Donadari!' 'Oops... wrong one, that's an
Illusion' 'Right, I'll attack the OTHER one!' 'Hmm... that's an
Illusion too...'
>
> Is it necessary for an affinity to include feats? I think
illusions should
> always have an improv. modifier. Otherwise:
I'd say Feats are necessary to define known areas of ability, but
even so, Improv. penalties can apply to anything over basic (singlesense)
Illusions. Having a Tribe8 Illusionist, I've been through all
this before :) Illusions are my speciality in game rule terms these
days... and once I figure how to get her converted back to HW (she
was a RQ3 character, but Sorceresses are none too popular in
Heortling society), I'll be happy! Maybe a Uleria/Donadar Initiate...
>
> Illusion (Create Illusion, True Perception, Switch Places)
>
> The last one isn't just an illusion, but also involves
movement, so I'm not
> sure it really belongs - perhaps it should be a secret after all.
Just make it a difficult feat, maybe D+20 (or however it's
represented now).
Wulf