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  • #15681
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    Clay
    Spectator

    Thanks!

    #15679
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    Clay
    Spectator

    And when the Kolating picks Spirit 1W, Magic 17, and Air 13…then looks at the rules (as players tend to do because the rules tell them “your runes will have a powerful effect over your personality”) and asks “What’s my personality like? The Orlanthi initiate over there has clearly defined personality traits. Wait. I got nothing. So..I’m just…inhumanly boring…or am I vaguely restless and adventurous?”

    🙂

    #15677
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    Clay
    Spectator

    Oh, a little rambling ;-). That’s OK. It was all worth the *excellent* nugget at the end:

    “Because of this, rune like Law or Spirit usually don’t have such compulsions associated with them, since the magic they are used in does not involve the emulation of greater beings.”

    I did not know that. That would be a nice little sentence to add somewhere in the rune description section, if it’s not already there.

    I still, however, think I will struggle to explain why or why not a player should be affected by rune-related personality traits in corner cases. For example, one player has initiated to Issaries through communication, but his runes are Illusion, Communication, and Water. A very odd selection, but nothing was opposed, and his clan does in fact have a historical relation with the water rune. He had (unknowingly) described a Donandarian-like character, but he wanted to initiate to Issaries with a strong Illusion rune. I nodded, said nothing explicitly about Donandar and made plans in the back of my head.

    At creation he bumped his Illusion to 6W (from 1W) and his Communication to 2W (from 17). He cannot access the Illusion rune directly (and he understands this), and his personality traits are coming from his Communication rune because that is the rune of the god he’s choosing to emulate.

    Sound rational?

    #15578
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    Clay
    Spectator

    Thank you!

    #15173
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    Clay
    Spectator

    This question interested me because it touched on something tangentially that I was pondering earlier today.

    So, here I am, reading and gearing up for a HQ2 game and of course I have questions. I’ve read all through HQ2 and I am working my way through Sartar. I’m sitting in the character creation examples and the umbrella keywords, and this thought crosses my mind:

    “Why would my players invest any points at creation in sub-abilities under an umbrella keyword?”

    For example, Mercenary. Why would a player not just max-out Mercenary (at 7W) and spend creation points elsewhere (pushing another keyword up, for example).

    I thought about this for a while, then it sort of dawned on me that Mercenary was a Broad skill. This wouldn’t matter much in a contest of equally Broad skills (say, Al the Angry Mercenary 7W gets in a tussle with Bob the Bored Mercenary 7W), but it *would* matter if Al the Angry Mercenary 7W also has Spear Fighting +1 under the Mercenary umbrella. It wouldn’t just be 8W vs 7W: because Spear Fighting is clearly more specific than Mercenary, Al would get a +3 specific bonus, probably making the contest 11W v 7W.

    Mercenary is, after all, a single-word keyword (as are most of the occupational keyword umbrellas is S:KoH iirc).

    I would apply the exact same logic to your Tough example. Al the Mercenary (Mercenary 7W/Spear +1) is now fighting Tough-Guy Carl (Tough 7W). If Al uses his Spear in the fight, I’d give him the full +6 specific bonus over Carl, for a 14W v 7W fight. I figure Al’s training is going to make short-work of Tough-guy Carl.

    Am I on the right track with this?

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