RE: Heroquest Kung Fu

From: Ashley Munday <aescleal_at_...>
Date: Tue, 23 Oct 2007 17:49:58 +0100 (BST)


Watcha all,

I'd go a bit further with "fencing". It's important to know the effect of creosote for example. You can also improv all sorts of useful abilities like "sheds" from it.

Cheers,

Ash

> I was going to reply and suggest he invent an
> ability called "Kung Fu" and
> leave it at that; much as I would "Fencing".
>
> That felt a bit mean after all that work, though.
>
> Sam.
>
>
>
> > -----Original Message-----
> > From: HeroQuest-rules_at_yahoogroups.com
> > [mailto:HeroQuest-rules_at_yahoogroups.com]On Behalf
> Of Tim Ellis
> > Sent: 23 October 2007 11:20
> > To: HeroQuest-rules_at_yahoogroups.com
> > Subject: Heroquest Kung Fu
> >
> >
> > Someone posted a set of houserules on rpg.net for
> Kung Fu in
> > Heroquest - a rather complex, overly crunchy set
> to my mind,
> > suggesting the poster hasn't quite grocked the "HQ
> Philosophy" (A
> > situation I'm sure many of us can sympathise with
> until we
> > suddenly "saw the light")
> >
> > If you are interested in seeing the rules, and/or
> making suggestions
> > as to how you would handle things the thread can
> be found at
> > http://forum.rpg.net/showthread.php?t=360353
> >
> >
> >
> > To Post a message, send it to:
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> >
> >
> >
> >
>
>
>
>
> To Post a message, send it to:
> HeroQuest-rules_at_...
> To Unsubscribe, send a blank message to:
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