[HQ Ignorance] Re : Scene 57: The Graveyard Shift (and new player, Damien)

Loran aillet_l at yahoo.fr
Sat Mar 8 06:24:04 UTC 2008


[OOC]
The curse will affect Knarl every week at wild day... So I would say that it makes sense if the investment is full and permament. It is very costly but the "strong willed" skill could then be increased and used in other situations.

In fact, it's a PC development choice (like Azhur with no concentrated magic). Having a Telmori fighting against his curse (the wild against the wildness) or not.
But just spending a lot of HP for a single unsure desesperate try doens't seems so valuable to me (but isn't my choice to be done, of course).

So to me the question has to be answered in general, is Knarl fighting his curse or not ?
The answer will give him a specific and original taste... or not.
Loran

----- Message d'origine ----
De : Lev Lafayette <lev_lafayette at yahoo.com.au>
À : HeroQuest Glorantha <ignorance at mimesisrpg.com>
Envoyé le : Samedi, 8 Mars 2008, 6h11mn 01s
Objet : Re: [HQ Ignorance] Scene 57: The Graveyard Shift (and new player, Damien)


1 Hero Point will mean that your rites to Gargarth are
answered which will give you an augment of +2 to
resist the mental effects of the transformation.

That'll boost your untrained ability (at 6) to 8,
which means a success (roll of 7). Talor's Curse
however has 2 masteries and a success (roll of 2).
That'll increase the Curse's success to a critical and
knock your success down to a failure.

You would need to spend one addition Hero Point to
increase your failure back to a success, another Hero
Point to increase that success to a critical and a
third Hero Point to knock that Curse's critical down
to a simple success.

That would give a marginal victory overall; for a cost
of 4 Hero Points - or 5 Hero Points if you want to
open the ability "Strong Willed" at 13 rather than
have it at 6.

By my reckoning you have 8 Hero Points at the moment
(3 from the start of play plus 5 awarded on January
31st).

Does all that make sense?



Lev

--- Kevin Johnston <runemaster93711 at yahoo.com> wrote:

> Use the Hero point.  I needs to control the
> Werewolves.
>    
>  Knarl
> 
> Lev Lafayette <lev_lafayette at yahoo.com.au> wrote:
>  
> Hmmm... Not so luck of Knarl...
> 
> As Knarl awakens he immediately finds himself being
> affected by Talor's Curse, one of the most powerful
> magics of Glorantha. However he recognises the
> effects
> and the task in front of him and immediately prays,
> in
> the style of the Telmori, to Gargarth. The ecstatic
> rites seem to be rejected.. What sort of Gargathi
> *doesn't* want to go wild? 
> 
> As the suppressed curse of Talor runs through his
> body, he feels his willpower slipping away. His lust
> for flesh and blood is increasing....
> 
> 
> Wild Practise Ability Check (17)
> lev at sys09:/media/KINGSTON$ perl rolldice.pl d20
> 15
> Resistance to Request (+5 to standard, i.e., 19)
> lev at sys09:/media/KINGSTON$ perl rolldice.pl d20
> 14
> 
> Both succeed, resistance lower so it wins. Spend a 1
> HP if you want the failure to become a success. It
> will provide an augment to next ability test, which
> is.
> 
> "Keep Your Wits About You During Talor's
> Transformation".
> 
> This an ability which you don't have, and indeed,
> very
> few Telmori have even attempted. In other words you
> have a default ability of 6, or 13 if you spend 2
> Hero
> Points for an "in play" expenditure for an
> appropriate
> ability (for example "Strong Willed" - which can be
> justified from your personal journey from Dragon
> Pass
> to Seshnela).
> 
> To resist the effects of the transformation would be
> a
> resistance of 5W2 imo. With the advantages of the
> meditative state and the drugs you'd get a bonus of
> +10.
> 
> Your ability
> lev at sys09:/media/KINGSTON$ perl rolldice.pl d20
> 7
> 
> Talor's Curse (plus two masteries)
> lev at sys09:/media/KINGSTON$ perl rolldice.pl d20
> 2
> 
> 
> 
> --- Kevin Johnston wrote:
> 
> > Knarl prays to the gods to give him the witt he
> > needs to command the fury of the others. When he
> > awakes he sniffs the air and tries to find the
> smell
> > of the crypt. Calling to his brothers he leads the
> > pack at the back of the vampire army. Casting
> > countermagic and clawsharp and stregnth on himself
> > he charges to the attack.
> > Knarl twitched and awoke with a start - and
> > promptly
> > fell down again. The effects of Karala and
> > Theonara's
> > drugs were indeed strong and whilst he felt the
> > transformation to wolf form running through his
> > body,
> > it felt somewhat numbed from usual. Alone of his
> > people he was fully versed in the effects of the
> > drug
> > and indeed he had some familiarity with such
> > concotions from his travels through Western
> Marinara
> > and the Arstola Forest. He looked up at Karala and
> > snarled "I don't think I'll be able to hold out
> for
> > too much longer... and when I transform.. You'd
> > better
> > look out.. You're looking pretty tasty even now",
> he
> > offered a smile before passing out again.
> > 
> > "They are beginning to stir", remarked Theonara
> > matter-of-factly. It was indeed true. Within
> twenty
> > minutes Karala estimated and the Telmori would be
> in
> > their full wolven form. Ravenous, angry and very,
> > very
> > powerful.
> > 
> > "We must prepare our escape"...
> > 
> > 
> >
>
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