- In HeroQuest-rules_at_yahoogroups.com, "Mike Holmes"
<homeydont_at_h...> wrote:
> >From: "flynnkd2" <flynnkd_at_p...>
>
> >So what value is there for such a charm?
>
> That *is* somewhat confounding. Here are some ideas off the top of
my head.
>
>
> OTOH, let's assume that people can "Call Spirits" at a default of
6; the
> spiritist just calls out into the night for the spirit in question
hoping to
> be heard. Meaning that the spirits are trying to listen, but have a
hard
> time unless there's someone who knows how opening up the door to
the spirit
> world. Let's say that such spirits are friendly for argument's
sake, and
> want to ward these people
The general rule is that disembodied spirits in the inner world are
always hostile....but there are bound to be exceptions. Calling them
from the otherworld would certainly take the appropriate openning
skill I think.
But what if this helps call an embodied spirit? What if "ward camp"
isn't a precise spirit name, but rather a more general description.
In this case, maybe it helps you call upon the local landscape spirit
(s), if any, to ward your camp. It would help you roll to
sacrifice/propitiate appropriately, getting a temporary benefit.
Just one more idea.
--Bryan