Showing posts with label heroquest. Show all posts
Showing posts with label heroquest. Show all posts

Monday, March 7, 2011

Rules Framework: The Making of the Storm Tribe Heroquest

Image from King of Dragon Pass: Buy it!

As indicated in the previous post, for each station the Orlanth substitute must make a choice of which of the three main Orlanthi tenets to follow: NCMYDA (No one can make you do anything), VIAAO (Violence is always an option) or TIAAW (There is always another way).  To successfully complete the Heroquest, the player must succeed in demonstrating each of these tenets at least once.

I allowed other PCs to accompany the main quester as disembodied "spiritual advisers."  They could augment the quester's skills with their critical range of the appropriate skill and cast magic where appropriate (sorcery at a -20% disadvantage owing to this being a divine quest.)

FMTSE = Failure means try something else (ie choose another option).  In the event of failing all three options, the quester falls out of the Heroquest and suffers the Backlash indicated.  Backlash effects are permanent until erased by a successful Orlanthi heroquest.

I ran this myth under MRQ1 rules.  I'd put the Mythic Resonance at 60% to reflect the 6 stages, but it could be upped by the addition of more stages for more powerful questers.  Each additional stage should reflect having to convince another skeptical god.  Whenever a roll needs to be opposed, used 60% as the resistance, therefore, or more if you have added more stages.