Hi!
The underworld is used in the rules as the example of when you take
the -20 alien world penalty. However, an example of a special ability
that a guardian might have is "special defenses while in an alien
otherworld," so (maybe by stretching the rules a bit) I think that it
would be reasonable to allow a guardian to cancel an alien world
penalty. (And it's somebody else's guardian, so the players don't get
to "keep" it, so it won't unbalance things).
Also, looking at it from a purely result-oriented point of view, a -20
modifier to all abilities is way too big for players to overcome
unless the demons of the underworld are ridiculously weak. (I've
never played it, but I've wondered how an animist or sorcerous player
could manage in the Sky Ship scenario).
Thanks,
David.
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> On 14 Aug 2007, at 17:04, David wrote:
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> > I raised the issue because I am considering a "one shot" expedition to
> > the underworld, I want the players to be able to join a hero band
> > whose guardian negates the alien world penalty, and I am debating
> > whether to charge a hero point and then impose a penalty when they
> > leave the hero band they "temporarily" joined
>
> That really comes down to the nature of the Hero Band and their
> Guardian Entity. If they're happy to allow temporary members there
> shouldn't be a problem.
>
> Personally I'd be a bit more worried about negating the Alien World
> modifier. That's Secret level magic in the canon material. In my
> game I'd more likely go for a bunch of augments and Community Support
> rather than give a Guardian Entity that level of power. But it's
> your game.
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