[Runequest] Fwd: RQ6...

Sven Lugar vikingjarl at gmail.com
Thu Jul 21 01:33:12 EST 2011

I'm not sure I would go either way - but see Heroic abilities as being 
the province of Heroes (Runelords, etc). Thus there would be 1 or 2 Cult 
Heroic abilities learned after the character earned the status of 
Runelord and with a very low chance of earning/learning the ability such 
as the starting chance & starting level of equal to something like the 
Manipulation bonus. If they are granted like a chaotic feature then 
perhaps it could be random or deity specific.

On 7/20/2011 3:25 AM, lev at rpgreview.net wrote:
>> On 19 July 2011 12:30,<lev at rpgreview.net>  wrote:
>> The heroic abilities make for a useful option; especially if magic is not
>> prevalent. They also make a useful framework for ki powers. From being
>> initially sceptical in MRQ1 I've found them to be surprisingly flavourful
>> and functional.
> This is true, and perhaps (and not for the first time) I have been
> incomplete in my explanation. I wasn't thinking in terms of the exciting
> things that characters can do, such as Wall Leaping etc. My main complaint
> is their acquisition through "Hero Points" and minimum requirements. I
> think they should be based entirely on a modification from standard
> skills.
> "So you what to run up the wall, onto to the ceiling and then land behind
> your opponent? OK that's -50 to your Acrobatics skill".
> Rather like these guys http://www.youtube.com/watch?v=KGna_s9psRg
>> On the other hand, lets leave narrative devices out of it. Passions, pacts
>> and hero points provide all the narrative mechanics I want a game like RQ.
> Sure, that's fine in itself. But when one player makes a huge effort to
> portray their character's Passions, Pacts, Cult Affiliations etc I think
> they should be rewarded in game terms.
> All the best,
> Lev
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