Re: Re: HQ2, cultural key-words, runes.....

From: Paul King <paul_at_...>
Date: Thu, 21 Aug 2008 23:06:13 +0100


>
> Maybe I should have given an example or two.
>
> Example 1: Imagine that I have a Rinliddi character, who is a devotee
> of a god and has put most of her HP into her three affinities. Do all
> Rinliddi get a certain rune? What about the three affinities which
> don't seem to collapse down into two runes too well?

For most things the existing keywords will work, with a bit of common sense. Except for the magic rules, characters should port across directly or with some common-sense conversion (depending on how you choose to handle keywords).

However, as I read the rules, Runes wouldn't typically be part of a cultural keyword, they'd be part of the Homeland writeup, allowing for exceptions.

The runic relations for Gods need to be redone, because the object is now to keep the number of Runes down. Convert the pantheon first and the common Runic associations should follow from that. For Rinliddi I'd tend to either add a Bird Rune (Beast plus sky ?) and/or just treat them as Dara Happans with a different pantheon. (Dara Happan Nobles typically have the Sky/Fire rune while Peasants usually have the Earth rune).

>
> Example 2: Say I'm running a trader prince game that I want to switch
> over to HQ2. There is a wenelian, who has some ancestor charms from
> the people of oak and storm tradition, a feat from his wolf totem (and
> he is looking at getting a wolf spirit), he has joined the
> Silver-Bark tradition, and of course he has an array of common magic.
>

Wenelia is a bit awkward, since it's mainly HQ 1 Common Magic and that isn't quite covered. I'd say treat them as either Storm-worshipping theists or Spiritists and probably most males at least will have the Storm Rune.

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