2012/10/10 Andrew Larsen <aelarsen_at_...>
> Those two examples are directly out of HQ 1's examples of what Gustbrani
> smiths can make. Generic Sharp Sword seems rather limited to me in terms of
> I guess my feeling is that since HQ puts a lot of emphasis on players
> being able to play non-combat cults, playing those non-combat cults needs
> to feel as cool as playing Orlanthi and Humakti, albeit in different ways.
> Andrew E. Larsen
> On Oct 10, 2012, at 3:58 AM, hcarteau_at_... wrote:
> > Making a Lightning Spear, or an Undead-Cleaving Sword implies IMO
> specialized magics from the Gods : from Orlanth or Humakt in this case.
> > Orlanth doesn't forge, he goes on Quests and rips the lightning spear
> from the fire tribe. I'd say my bonesmiths couldn't make one.
> > Humakt has Iginew the Swordsmith sub-cult, which can perfectly well
> imbue Swords with specific powers, particularly against undead.
> > For a Gustbran smith, I'd stick with your initial, generic approach :
> "Sharp Weapons to Protect Clan" for instance.
> > ----- Mail original -----
> > De: "Peter Metcalfe" <metcalph_at_...>
> > À: WorldofGlorantha_at_yahoogroups.com
> > Envoyé: Mercredi 10 Octobre 2012 10:15:54
> > Objet: Re: Gustbran mechanics
> > On 10/10/2012 12:14 PM, Andrew Larsen wrote:
> > > So one of my PCs worships Gustbran, and I've been wondering how to
> handle him making magic items. What I'm currently thinking is that any
> initiate can do a simple enchantment (Sword Hits Harder, for example) that
> grants a +3 bonus to a weapon for a session. If the character receiving the
> enchantment wants to make it permanent he can spend a Hero Point to get a
> Keyword at 13 or a +2 Breakout.
> > > To make a more special weapon, such as an Undead Cleaving Sword he
> needs to be Devotee, needs to collect special components, and needs to
> learn a Feat to make that particular weapon. Once made, the recipient needs
> to spend a Hero Point to keep it. If the smith then wants to make a
> Lightning Spear, he needs to learn that as a separate feat.
> > > Does that seem like a reasonable way to handle things? Or is there a
> single Forge Remarkable Weapon Feat, which can be applied to any special
> weapon the character can find the lore to make?
> > HQ2 has some rules on making items p98. But I would suggest instead the
> > following.
> > The smith needs a forge. Define that as a community (HQ2 p87 following).
> > The forge will have five abilities. Let's say the forge has the ability
> > to make magic swords at 6W.
> > The smith can draw upon the resources of the forge to make any number of
> > magic swords (HQ2 p88). This gives him the Magic Swords resource at
> > 6W. The difficulty of obtaining this resource is conditioned by the
> > amount of time he has to make the swords, the number of people he has to
> > make it for (outfitting an army is considerably more difficult than
> > outfitting a party).
> > In addition, the resource should be used for a specific goal in mind.
> > Don't allow to keep my party strong. Do allow to raid the Blind King's
> > Castle or to defend my village from the Ewoks of Doom. Once the goal is
> > completed, the resource is used up - the magic wears out from the
> > swords, too many of them have been broken or dented to be useful.
> > To make specific or legendary weapons needs only be dealt with if the
> > end result is giving an ability to another player. I would simply treat
> > the weapon as a retainer (HQ2 p62) or perhaps even a sidekick (p64).
> > --Peter Metcalfe
> [Non-text portions of this message have been removed]
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