<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:arial, helvetica, sans-serif;font-size:10pt"><DIV style="FONT-SIZE: 10pt; FONT-FAMILY: arial, helvetica, sans-serif">Waaooh could we end up with vampire telmori ? :-S<BR><BR>
<DIV style="FONT-SIZE: 12pt; FONT-FAMILY: times new roman, new york, times, serif">----- Message d'origine ----<BR>De : Kevin Johnston <runemaster93711@yahoo.com><BR>À : HeroQuest Glorantha <ignorance@mimesisrpg.com><BR>Envoyé le : Jeudi, 14 Février 2008, 16h58mn 08s<BR>Objet : Re: [HQ Ignorance] Scene 53: The Longest Night, The Battle of Seguarane Forest<BR><BR>Vampires attack by touch with a power drain. I'd assume that works against werewolves too.<BR><BR><B><I>Lev Lafayette <lev_lafayette@yahoo.com.au></I></B> wrote:
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #1010ff 2px solid"><BR>Well the Telmori are in the very advantageous<BR>situation (or so I've been told by Greg Stafford) that<BR>they simply *cannot* be harmed by non-magical weapons.<BR>So you don't need to spend any Hero Points on that.<BR><BR>Retaining your own consciousness during The Curse is a<BR>bit trickier. Telmori aren't exactly known for their<BR>willpower, so I'd say you'd have a default of 6 in<BR>that ability; and the Cure is highly magical, so I'll<BR>give that a default ability of 10W2. However I'll also<BR>give you a +5 augment from the effects of Theonara's<BR>drugs, so that makes it 11 vs 10W2.<BR><BR>So on average you would need to spend 2, maybe 3 Hero<BR>Points, depending on which way the dice fall.<BR><BR>--- Kevin Johnston wrote:<BR><BR>> How many hp needed to let Knarl to keep his<BR>> intellegence and controll during the curse so he
can<BR>> intelligently go for the vampires. Also want to<BR>> spend HP on defensive buffers like furstiff and<BR>> shimmer so he is harder to hit.<BR>> <BR>> Knarl<BR>> <BR>> Lev Lafayette wrote:<BR>> <BR>> >From the knowledge you have of the Telmori, and<BR>> wolves<BR>> in general, in an enraged state they will chase<BR>> their<BR>> quarry. In theory you could actually lead them all<BR>> the<BR>> way to the undead army or any part of it. It would<BR>> be<BR>> *incredibly* dangerous of course, because you run<BR>> the<BR>> risk of being caught by both the Telmori *and* the<BR>> undead army.<BR>> <BR>> But it's as heroic as one could possibly imagine :-)<BR>> <BR>> <BR>> --- Dougie wrote:<BR>> <BR>> > I think the thing to do is, as the time<BR>> approaches,<BR>> > to sneak as close <BR>> > to the Enemy as possible,somewhere on the East<BR>>
flank<BR>> > as suggested, <BR>> > and hope that the enraged werewolves hatred of the<BR>> > undead will lead <BR>> > them to attack the right guys. In the meantime<BR>> > Karala and Thaneora <BR>> > will keep checking the wolf warriors to make sure<BR>> > none of them start <BR>> > to Change too soon and dose them up if need be.<BR>> > <BR>> > When the time comes, Karala intends to lead the<BR>> > charge mounted on <BR>> > her Dire Wolf with her Spirit Ally guarding her<BR>> > otherworldly back. <BR>> > This will hopefully encourage the frenzied<BR>> Were-Folk<BR>> > to attack in the <BR>> > right direction and is probably preferable to<BR>> being<BR>> > in among the <BR>> > Cursed as they Change..<BR>> > <BR>> > As for using burning the forests, Karala is aware<BR>> of<BR>> > the possibility <BR>> > of using her
fire spirits but her animal nature<BR>> with<BR>> > its empathy for <BR>> > the natural world makes her extremely reluctant to<BR>> > use this option. <BR>> > She will keep two of her fire spirits back however<BR>> > and as a last <BR>> > resort will send them out to jump from tree to<BR>> tree<BR>> > and encircle the <BR>> > Vampire army in a forest of flames...<BR>> > <BR>> > -:)<BR>> > <BR>> > Dougie.<BR>> > <BR>> > <BR>> > ><BR>> > > Karala and Knarl: With the 3,000 Telmori, north<BR>> > and<BR>> > > east of Segurane, in a largely deserted<BR>> Seshnelean<BR>> > > walled village. The Telmori are due to 'awaken'<BR>> at<BR>> > 4pm<BR>> > > and will then go into a murderous rage, such is<BR>> a<BR>> > > nature of The Curse. Karala is marking time very<BR>> > > carefully :-) Attack
4 (6 enraged), Defense 2,<BR>> > > Movement 4, Morale 3 (na when enraged).<BR>> > ><BR>> > ><BR>> > ><BR>> > <BR>> > _______________________________________________<BR>> > Ignorance mailing list<BR>> > Ignorance@mimesisrpg.com<BR>> ><BR>><BR>http://mimesisrpg.com/mailman/listinfo/ignorance_mimesisrpg.com<BR>> > <BR>> <BR>> <BR>> <BR>><BR>____________________________________________________________________________________<BR>> Be a better friend, newshound, and <BR>> know-it-all with Yahoo! Mobile. Try it now.<BR>><BR>http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ<BR>> <BR>> <BR>> <BR>> _______________________________________________<BR>> Ignorance mailing list<BR>> Ignorance@mimesisrpg.com<BR>><BR>http://mimesisrpg.com/mailman/listinfo/ignorance_mimesisrpg.com<BR>> <BR>> <BR>> <BR>>
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