Re: Spirit combat in Heroquest

From: L C <lightcastle_at_...>
Date: Wed, 29 Apr 2009 19:30:07 -0400


On Sun, Apr 26, 2009 at 1:16 PM, mouserampant <richard.crawley5_at_...> wrote:

> Interestingly (or not perhaps) in my abortive campaign the character taking
> on the "Slayer" role was actually possessed by the the spirit of a
> nineteenth century Slayer.

Hey, *I* find that interesting. In my old Slayer-verse campaign, my "slayer" was actually a potential who was kissed (chosen) by the Monkey God, and effectively lost her turn as Slayer. (He was trying to spare her, but only ended up making her miserable knowing she had "missed her destiny".)

> Which brings me to another question. Hence the change of subject line.

> I've been looking at a couple of old RQ scenarios (Snakepipe Hollow and
> Balastor's Barracks) and wondering how your standard, run-of-the-mill RQ
> ghost / disembodied spirit works in HQ. What would be the typical kind of
> ability used to resist being attacked by a ghost?

I think it would depend entirely on what you think the ghost is doing.  My impression of HQ 2 is that it is much more actively in favour of "appropriate abilities" being used to tweak the difficulty scale. I could be wrong.

> I suspect we can be a bit more creative now as to ghosts' aims in entering
> spirit combat in the first place? No longer should it just be a case of it
> attacks you, you lose 2pts of POW, it keeps going until you or it reaches
> zero.

Exactly. A spirit going for possession? Maybe some kind of will stat, any stat that fiercely proclaimed identity, anything specifically "magic resistance/ghost resistance" would make sense.

A spirit with some kind of chilling touch/life force drain? Anything about your spirit or life force. Hardiness or strength would work. I might be likely to take any kind of personality stat that's something "life-affirming" and gradually whittle it down.

LC

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