From: Steven E Barnes (akuma@netcom.com)
Date: Thu 07 Oct 1993 - 21:17:08 EET
From: allan@tcrystal.gla.ac.uk (Allan Henderson)
>The only way then for a spirit to gain large ammounts of POW is to be
>worshiped. Perhaps there is some lower limit on the amount of POW that a spirit
>can have before it can be worshiped, i.e. is a large enough landmark on the SP
>for POW to be directed at it. After all if a spirit is severly lacking in POW
>then why should anyone worhip it as the benefits it can bestow must be limited.
Well, I would assume that members of ancestor worship cults worship many spirits, not just the ones that can give them stuff.
From: joe@sartar.toppoint.de (Joerg Baumgartner)
>This about the Short Lightbringers' Pilgrimage, an event _designed_ to
>become a heroquest. So if you want to make a riddle contest between Joe
>the Windlord and Bob the Sun Lord a Heroquest, they need to "harness
>all of their magical power and potential". Just speaking the phrases
>won't do it.
Interesting... So what would be the benefit, besides status, of winning a riddling Heroquest? Also, I would assume that such a quest can only be performed under certain circumstances. You can't have a Heroquest with the same guy you meet on the road everyday.
>Just into the off: How likely are female sorcerers/wizards in Western
>societies (Hrestoli, Rokari)? What would be their role?
>>>Now, I've always seen people`s spirits as existing on
>>>the spirit plane at the same time, which I think's the implicit assumption
>>>of RQ.
>
>>Curiously, when we discussed this very point within our RQ group, we came to
>>the conclusion that spirits attached to the mundane plane don't exist on
>>the spirit plane.
>
>Seconded.
Clearly, disembodied spirits can attack embodied spirits (i.e. people), therefore, all spirits must be visible from the spirit plane. For this reason, I would disagree with the guy who ruled that a spirit could not attack a spirit that had been bound into an object. We've also played that spirits bound into objects could view the spirit plane as well.
From: watson@computing-science.aberdeen.ac.uk (Colin Watson)
>A *group* of PC spirits who are willing to cooperate could be quite powerful -
>they could gang up on solitary Spirit entities. I'm not sure of the mechanics
>for multiple spirit combats. Anyone got any ideas?
>I think spirit alliances could make interesting politics on the SP. Why do
>spirits have to be solitary? I think intelligent spirits would band together
>for mutual security etc.
Well, our GM pulled a nasty spirit tag-team on us once (some Lunars sent them after us; they seemed a little peeved about what happened to their Moon Boat). Basically, they held back and attacked one at a time. Once of them knew Dispell Magic, to get rid of Spirit Block. Hmmm... Can a spirit use Spirit Shield against an embodied opponent?
>[BTW I think bunny spirits would be as non-aggressive as corporeal bunnies:-)]
Unless you are a grass spirit...
From: DScott@snail.demon.co.uk (David Scott)
>>A couple more apparent errors in the Dorastor book: There's a Humakti
>>(Platewalker) listed as having the Berserk spell.
>Is that a problem? Take a look in Tales of the Reaching Moon issue 5 (If you
Well, it's hard to be honorable, when you are berserk. Also, the Storm Bull version that I remember was twice as effective vs creatures of chaos. Since Humakt isn't associated with chaos fighting powers, this would seem in appropriate.
From: T.S.Baguley@open.ac.uk (Thom Baguley)
>I'm not keen on the current spirit plane and POW gain rules. I would prefer it
>if POW gain were restricted to the following (these are very rough ideas):
>
>1) reducing a spirit's MP to zero. This allows you to either steal a spell or
>attempt to steal POW (as per POW gain rules i.e. 5% for a spirit) or
>possess/bind a victim (as appropriate). If the latter option is taken the gain
I've always wondered why people can steal spells from Spell Spirits, but the spirits cannot steal them back... (Of course, I also think the RQIII Spell Spirit rules are silly)
I'm a little worried about the idea of stealing POW though. Perhaps allowing them to gain MPs from defeated spirits (except the defeated spirit won't have any MPs left; oh well).
>SPIRIT MOVEMENT
>
>I am also tempted to ignore the POW = movement rule on the spirit plane (is
>that the current rule? I'm not sure) ... why shouldn't a small fast spirit be
>able to `run' away from a big slow one. I'm sure Vrok spirits think they are
>faster than turtle spirits.
Sounds like a rating in the Mobility Rune to me...
>THANATARI RITUALS
>
>... which starts me off on a tangent. I just reread the very gross Thanatar
>writeup. I wanted to check how Thanatari heads regained special cult divine
>magic (answer: when the priest worships at a shrine they get their spells back
>too). I noticed that several Thanatari in AH publications have Humakti and
>other Rune Level heads. How? Humakti Rune Lords DI on 1D10. If their power is
>over 11 they automatically succeed. I know Humakti wouldn't teleport out, but I
>believe they might be able to prevent the ritual in several ways (use your
>imagination).
Sounds like somebody screwed up. Unless I'm mistaken, a Thanatari Head is a form of undead. At least in RQ2, a Humakt initiate cannot be turned into an undead. But this reminds me of the Thanatari Basalisk Head our GM left lying around for us to find...
>Besides Humakt must really hate Thanatari rituals. The same goes
>for other Rune Levels with 1D10 DI. One explanation I have is that the Humakti
>was rendered unconscious or captured using Control/Dominate Human (or similar).
Slave collars are also handy for blocking those pesky DIs.
-steve
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