[Runequest] Objects of divine origin and influence on characters
Robert Hoffman
IQuinn at surewest.net
Tue Jul 22 03:44:41 UTC 2008
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.
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
...or some such. I think as a player those extra skills would be motivation
enough.
Cheers,
Bert
-----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
Hi!
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*_
/Description/
A large red gem set in a gold pendant.
/Cults/
Associated: Chalana Arroy and other healing cults.
Friendly: Earth cults; Lightbringers; most other civilized cults.
Hostile: Chaos.
/Knowledge/
Automatic; Few
/History/
Yet another piece of blood spilt from the wounds of Arroin during God
time, albeit larger than usual.
/Powers/
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.
Value
At least 50 000 Lunars to a healing temple. Usually paid for in skills
or healing, rather than money or valuables.
Cheers,
/Peter J
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