combat skill adjustment/augments clarification
I figured I would post this for everyone instead of just sending it to Mike as our mechanics have changed since 2001! :)
Mike, I wanna be sure I have this combat skill correct. In doing over my sheet I see some stuff I'd like to be sure I'm doing right. I have the following on Oshun's sheet:
Shield of Night (+4) rating 14W
Targik's 2handed iron spear rating 10W (+5/+10 or edge 10)
Copper Spear Talent 12W2
So for combat, I have been doing this
base combat skill 8W (normally 12W, but damn whining spirit -4!)
shield of night edge +4
leather armor edge +1
Targik spear edge +5
total combat skill 18W
Is this correct so far? I wanna be sure we are still using the edges. If not are we just using the magic item's rating as a basic augment (shield of night 14w is just +3 to skill)?
when augmenting I get this (of course this assuming all are applicable)
combat skill 18W
Copper Spear Talent (12W2) + 5
Released spirit ally lance of flame + 10W
Black pecker Fetish using Peckeye (20W) + 4
Charge Foreigners Charm (20W) +4
total 1W4
I know the AP total is less cause I don't count released spirits as AP, but is this final skill value right?
Brian
figuring augments
Charge Foreigners only works mounted.
Only one other thing, but its big. I think I've been misreading the way that released spirits assist their user. The rules read that when you release a spirit (including spirit allies)
Note that it doesn't say "the rating is added to the ability." It says it acts as a bonus.
This suddenly makes much more sense to me, as it helps me "click" into perspective some of the commentary I've read on the HQ boards that describes the "severe" limitations on animists--their spirits can't be increased in power, so they tend to peak.
The upshot of all this is twofold: Instead of being at 1W4/51 AP (11W2 + 10W for Lance of Flame) Oshun is at 14W2/43AP (11W2 + 3 augment for Lance of Flame, lance & other fetishes not adding AP). This brings him back into line with the rest of the crew.
My apologies for the misunderstanding, but I'll bet you're glad you had the extra while you did!
The other good news is that your good relations with several practices mean that you can get more charms and fetishes pretty easily.
More confusion on gained powers
Rereading is good.
I misinterpreted he section on abilities gained in heroquest challenges too. This isn't such bad news though.
I had previously stated that any power gained through a HQ challenge became a talent. That's wrong.
It is what it is, with any of the benefits or negative results. So:
Garusharp's Weaving Encirclement is a skill.
Rasa's Grind Sorcerer is a spirit in a fetish.
The Copper Spear is too.
The Chain to the Earth is an item.
I don't recall what else others may have gained.
Unlike things gained in mundane ways, these "cross platform" gains do not violate the concentrated magic rules. In other words, it's only OK for a sorcerer to have a spirit if he got it in a HQ challenge.
Relationships with the spirits are 13 + 3 per level of victory you had over the spirit beyond marginal. So a complete victory means Relationship=2W (13+9)
skills
So you are saying that Weaving Encirclement should go under skills on the left side of the sheet.
As for it's use... If Garusharp decides to fight a slow moving Troll with his Whip Spear ( foolish I know), should it be set up like:
WhipSpear (close combat)... as main skill
Weaving Encirclement...augment
or the other way around?
it depends
The question is--what do you want to achieve by your victory.
Whip spearing a troll has a definite, obvious result.
As you are not capable of constriction, your Weaving Encirclement as a primary skill might do a variety of things:
Confuse him into attacking someone else
lure him off a ledge
make him trip and fall
tangle him up in junk and detritus lying around
but when used as the primary skill, it would have to be in just the right place to cause him to actually die. Situations like making him back off a cliff, or charge you and break his skull on a wall instead.
Re: figuring augments
Upshot? boy, I'd hate to see your what your view of a downside is! :)
Ok, I got you on the Spirit ability. I think the original confusion comes from this very post that you asked about and in the reply the person says the Spirits ability may be added straight to the user's (upon release) but the rules you quote can be construed different
http://glorantha.temppeli.org/digest/heroquest-rules/2003.04/15018.html
So the only advantages of a Spirit Ally over a Fetish is that you don't have to roll relationship to release the spirit, and if released it goes right back into its fetish housing. 14W2 is not bad and doesn't get me queasy as a 1W4 would (Hargran the beserk is 10W4) cause then you would have to keep hitting us with big bad mutha shut your mouths! As a bit of story background then, I will spend a bunch of HPs to increase my base combat as a reflection of my 'high' combat skill during the last few games.
So even though fetishes and spirit abilities cannot be increased like Affinities and their feats, animists are able to get more charms and fetishes easier and can use more than one under a tradition for a contest (unlike Theists who can only use one feat per affinity)?
some follow up questions then:
Oshun is concentrated magic...but you say if he gets something in a HQ challenge, that he can still use it....so is the Copper Spear Fetish I won considered common magic, or part of a tradition?
What happens when a contest is made with the prize won being something anathema to the winner? for example, what if a Sednya priestess put up "Follower of the celestial path" a true blue Lunar magic, and Oshun won it, but really can't use it?
Brian
this plus that
AAAAHHHHHHHHHHHHHH!!
My Brain HURTS!
From now on Garusharp will do everything as a musical!
Don't worry, be Theist
Garusharp should have it easy, he's a theist! :)
bet you wish you really had 2 swimming pools with concubines fanning you with giant palm leaves!
Brian
augmnets
UUUUMMMMM...2 swimming pools and lots of Ladies!
:D
Re: figuring augments
When I reread that now, I see that it doesn't say you add the skill to your skill. Unfortunately, he uses AA for automatic augment, and that makes it harder to read.
But note that you can use a fetish or spirit ally's rating in something as a skill. So even lacking a physical spear, you can use Copper Spear or Lance of Flame.
It also can act independently it that's part of its nature. If you were asleep, it could still do something.
So even though fetishes and spirit abilities cannot be increased like Affinities and their feats, animists are able to get more charms and fetishes easier and can use more than one under a tradition for a contest (unlike Theists who can only use one feat per affinity)?
Yes. Plus, charms also are always on. Not the case for affinities or most sorcery spells. On the other hand, to get really powerful, rare spirits, you have to scour the spirit world, which is dangerous.
Technically, it is potentially part of the Oshun Khan Seeker Tradition. It is a unique ability you have taken from elsewhere, stripping it of its previous tradition. Now you just need to get a skill to 3 masteries, start being worshipped and succeed in a god quest.
In the first place, what are you doing getting into that contest? I'm being flippant, but this group of players has a skewed view of how HQ challenges work. The huge majority of heroquesters who participate in a HQ challenge know almost exactly what their opponent will be like, what they're wagering and what they can win. They know this because wise, conservative heroes only travel well known traditional paths to these challenges. You guys are a bunch of crazy daredevils who have somehow (mostly) succeeded while acting like cliff divers who just assume that every lake they jump into is deep enough that they won't break their necks. You succeeded at the Egret Warriors quest--something you didn't know enough about and had never been attempted in the memory of men. This is a big deal!
In the second place, how many otherwise forbidden, beautiful, rich places might you be able to gain access to in the sky world with a high rating in "follower of the celestial path?"
Third, you can often give over one of the powers you gain to any of the groups who provided total support. Those gifted powers then become part of the guardian spirit of the group that supported you.
Re: figuring augments
Ok thanks...that all makes sense and clears alot of stuff up. Now I can use it properly in my storytelling.
You know what buddy, you try being the direct descendant of the zebra Khan sometime. I got a power hungry Pavisite, a whining foreigner who thinks baths are the be all and end all, a clay man with a big toe, a bunch of rookie zebra riders growing up on the job (cause I opened up my BIG MOUTH!) and a damned ghost from heroquests past buzzing in my ear!! Khanning ain't easy!
Personally my view of HQ challenges is skewed cause I had no idea what they were. Still don't pretty much. I didn't know Oshun would get into a HQ challenge on a heroquest. Maybe that's what happens when we go on unplanned vaguely known heroquests.
Brian
Re: figuring augments
Brian
the challenge (pun intended) is to stop reacting and start acting. The world moves on and you have to move faster than it does. Events in the coming sessions will demonstrate this.
But I remind you of this thread: http://differentcomputers.com/differentgames/viewtopic.php?t=13
Kahn
Oshun is just jealous...He can not make every contest into a musical! :twisted:
Garusharp has not gotten the amount of stuff that the others have just because I have not been playing as long...so my question is how do I know when Garusharp can use his magic to help others. I see his magic as being very "self". Can his 'dance around attack' be put on Oshun so the Kahn can escape the clutches of a long armed lizard?
clashes are the problem
you can cast your magic on others.
But you have to be careful of conflicts. Your Dance Around Attack would counteract Oshun's Charge at Foe.
Re: Kahn
Watch out now! Do you remember my serenading She-who-cannot-cook with my rendition of "tomorrow"? I can do that for a whole game! Don't push me man , I'm in a fragile state! :D
We can always aid each other with our magics, no matter how self-serving it may appear, it just has to be appropriate. For example, lets say that Oshun and his riders wanted to chase down the fleeing Phalanx. I'm thinking you could use your Weaving Encirclement (causing confusion and slowing them down) to augment my Ride skill to chase them down. Or something like that.
Brian
AH HA!
I posted to the HQ-Rules list, and we figured it out.
I've been misreading a section--not the section on what fetishes and allies do, but the section on how soon they're available again.
I had read it (incorrectly) as the spirit ally being released, adding all its points, then IMMEDIATELY returning to the fetish. But that's not what it says. It says "as described above."
In other words, even a spirit ally has to go back to the spirit world before it comes back into its fetish object.
But yes, in the Big Fight, Oshun can release fetishes or his Spirit Ally and add the points to target number or the advantage points directly.