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  • #5195
    Maddy Eid
    Spectator

    I’m trying to generate an animist (actually convert an old HW/HQ1 character) and am having trouble with a spirit ally. In the rules, it says to treat it as an ally or sidekick (referring back to HQ page 60), but HQ says allies or sidekicks are characters with a cultural keyword, a personality and an ability. Sartar Companion has stuff on generating animists in the Kolat write-up, but it just mentions the spirit ally and doesn’t give any details on it.

    Does anyone have more details on spirit allies under HQ2 rules?

    #5740
    David Scott
    Keymaster

    HeroQuest 2 says on page 64:

    Quote:
    Sidekicks
    A sidekick is a secondary character under your control. Most of the time he stays at your side to render assistance, but he can also go off and perform errands or missions on his own. Give your sidekick a name. Be prepared, when asked, to explain how the sidekick came to be your follower, and why he continues in that role.
    Sidekicks start with three abilities, one rated at 17 and the others at 13. Any of these abilities may be a keyword. At least one of them should indicate a personality trait. (A sidekick is often a less experienced version of yourself, with the same main abilities as your PC.)
    If the sidekick is nonhuman or a member of an unusual culture, one of its three starting abilities must be its species or culture keyword.

    The key part is in the last line “one of its three starting abilities must be its species”. It’s a spirit, so it must have the Spirit rune.

    So a spirit sidekick should have:

      The Spirit Rune Keyword – it’s species
      A descriptor, not a Keyword – just like creating a hero
      Anything else you – like preferably a keyword

    Here’s an example from the current Praxian playtest:

    Nerika takes a high llama spirit as a sidekick.
    As her sidekick is a spirit, it gets the Keyword – Spirit rune (spirit). She gives it the Keyword – Beast rune (beast) as she want’s it to be able to become corporate, and the Tall-eyes as it is good at seeing things. Of the 15 points, she spends 12 getting the keywords to 1(mastery). The remaining 3 she spends on a breakout of the Beast rune (beast).

    Yondar Tall-Eyes (15 points)
    (beast) 1(mastery)
    +3 Become Corporate high llama.
    (spirit) 1(mastery)
    Tall-Eyes 13

    if you’d like more, just ask.

    #5764
    Niall
    Spectator

    I can’t shake the image of a High Llama in a suit here….:)

    #5765
    Chris Holden
    Spectator

    That’s how I read it, before the double take 🙂

    #5768
    David Scott
    Keymaster

    I must admit I had to look it up to see if it was correct. It’s correct if you look at its Latin root meaning “form into a body”.

    #5795
    Niall
    Spectator

    Totally correct. It’s just something that always makes me chuckle…

    My next pc will be a High llama initiate of Issaries in honour of this thread.

    #5988
    Phil Nicholls
    Spectator

    Hi David,

    Quote:
    Quote from David Scott on September 11, 2013, 15:45
    I must admit I had to look it up to see if it was correct. It’s correct if you look at its Latin root meaning “form into a body”.

    I think that I would have gone for “corporeal”, which has the same Latin root, but your term has better imagery. 😛

    Happy Gaming

    Phil
    Talesofagm.com A HeroQuest 2 GM blogs

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