Hi!
Thanks everyone for the input!
(1) I was thinking of a one-use-per-adventure item, but the idea of something that gives a declining bonus over the course of the adventure is clever; I may give it a try.
(2) "Resist magical exhuastion" sounds more like a powered crystal ability to me, but it is kind of generic in the way a POW storage crystal used to be; I don't know.
(3) The "Tears of Heler 13" etc. definitely sound like powered crystals to me. I had not previously read the sidebar to indicate that the old POW storage crystals had been superceded,, but that is a reasonable interpretation. However, I always liked the distinction between POW storage crystals (from dead gods) and powered crystals (from "live" gods).
Thanks again for the help.
David.
>
> I've just found the background and rules reference to the crystal rules: Sidebar on page 46 of the Sartar Companion.
>
> On 9 May 2013, at 09:18, David Scott <sciencefish_at_...> wrote:
>
> > Power storage crystals are a rules mechanic from original RQ that allowed characters to continue doing cool magic effects long after they run out of POW. The mechanic doesn't have a place in HeroQuest 2, but the crystals themselves do have a place in Glorantha. The crystals are the blood of the gods, with no distinction between powered and storage. Give them a rune, a descriptive name and start them at 13 like all new things. Players can then use them as direct effects or as part of augments, and improve them just like any item in HQ2. Eg
> >
> > (Water) Tears of Heler 13
> > (Storm) Orlanth's Fury 13
> > (Illusion) Kaleidoscopic Drops 13
>