[Runequest] Objects of divine origin and influence on characters
pmj at comhem.se
Tue Jul 22 22:07:34 EST 2008
Robert Hoffman wrote:
> I think the item sounds great, but I do agree the third power does not seem characteristic of Chalana Arroy who I always played as missionary types; spreading the faith through their actions rather then using more deceptive means to "press" followers into service.
Thanks for your comment Bert. You are spot on regarding the trouble I
have with the third effect. However, it is not supposed to be an active
recruitment kind of thing for the CA. It is more like an involuntary
effect of being attuned to something with divine powers. With the saving
throw mechanic, it almost becomes a curse (which is what most of the
players would regard it as if it happened to their PC :-)).
In Pendragon the effect I'm looking for could have been simulated by
either changing or checking traits like Forgiving and Merciful every
year for the character using the object, slowly making them change their
personality. I know about the Pendragon Pass rules, but I'm not willing
to go that way at the moment.
> I would adjust to the power to be a direct link to the faith and indirectly motivate the player to considering the path of a healer;
> +5% to listed skills for any heathen
> +10% to listed skills for Lightbringer, lay member
> +15% to listed skills for Lightbringer, initiate
> +25% to listed skills for Chalana Arroy, lay member
> +40% to listed skills for Chalana Arroy, initiate
> +50% to listed skills for Chalana Arroy, priest
Hmm, a more differentiated scale for the bonuses might be better.
> ...or some such. I think as a player those extra skills would be motivation enough.
Knowing my group, I'm afraid I can't agree with you there. Most, if not
all of them, would just consider it as an extra bonus in healing skills
and not consider it something nudging them in the direction of a more
peaceful path in life. :-) This is actually the core of the problem
here. I want the artifact to have an effect, but not one that is
railroading the character/player into becoming something they don't want
to be. So, what I'm looking for is a game mechanic that would indicate
that something is happening to the PC without reducing it to saving
throws ADD style.
> -----Original Message-----
> From: runequest-bounces at rpgreview.net
> [mailto:runequest-bounces at rpgreview.net] On Behalf Of Peter Johansson
> Sent: Monday, July 21, 2008 7:38 PM
> To: runequest at rpgreview.net
> Subject: [Runequest] Objects of divine origin and influence on characters
> I'm preparing tomorrows RQ-session and just created the object below in
> the style of Plunder. However, I thought I'd like some feedback before I
> hand it to the players. :-) Any comments on the two last powers -
> especially number 3 is especially welcome. Is it to "evil" handing them
> an object that potentially will turn one of them into a healer?
> The idea behind the third power is that I have toyed with the idea that
> objects of divine origin could/should have an influence/impact on the
> person using it, but never really found a good way of doing it. The
> campaign is Glorantha based btw, but the discussion is more general than
> just for that setting.
> _*Arroin's Soul*_
> A large red gem set in a gold pendant.
> Associated: Chalana Arroy and other healing cults.
> Friendly: Earth cults; Lightbringers; most other civilized cults.
> Hostile: Chaos.
> Automatic; Few
> Yet another piece of blood spilt from the wounds of Arroin during God
> time, albeit larger than usual.
> The gem is a powered Crystal and has three powers:
> 1) It is a Healing Focusing Crystal 5.
> 2) It bestows healing skills to the person attuned to the crystal.
> Anyone who is at least an initiate of Chalana Arroy, or any other
> healing cult, will have a 50% increase in the following three skills:
> First Aid, Treat Poison and Treat Disease. This knowledge is the result
> of a mystic/divine connection with Arroin himself. The 50% bonus does
> not count towards experience rolls (making it easier to learn the
> healing arts while attuned = easier to get a skill check and easier to
> succeed with the experience roll), and is lost as soon as the crystal is
> no longer attuned. Persons of all other cults attuning the crystal
> (including chaotic creatures since Arroin tried to heal even chaos) will
> get knowledge in the same three skills while attuned, but only with a
> 25% bonus.
> 3) Because of the deep connection with Arroin himself, anyone who does
> not belong to a healing cult but is attuned to the crystal during Sacred
> Time, will get a sudden urge to join a healing cult and must make a roll
> of POWx5 to "save" from that destiny. If the roll is a miss, the person
> will make a decision to join a healing cult. This urge can be countered
> by unattuning the crystal, but such a decision is no longer made
> voluntarily by someone who has "made up" their mind (his or her friends
> could however force the person to unattune the crystal). Most priests of
> Chalana Arroy will however know about the effect of these artefacts, and
> if they realise that someone who comes to join them is attuned to such
> an object, they will explain to the person applying to join that they
> are under the influence of Arroin himself, giving that person a second
> chance to make a POWx5 to resist the urge. However, if the second role
> is missed, it is considered to be the free choice of the applicant to
> become a healer.
> At least 50 000 Lunars to a healing temple. Usually paid for in skills
> or healing, rather than money or valuables.
> /Peter J
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