Things I’m having trouble translating between Nephilim and HeroQuest for tantaene animis caelestibus irae.
Handling Ka
Ka, in the old game, is the name for the element that determines the Nephilim. While capturing the element itself (and a score), there are a few things that haven’t been captured well. Having this be an ability in HeroQuest works well to serve as a measure of the Nephilim’s wisdom, as a growing comprehension of the universe and, perhaps, as the magial strength of the Nephilim. Though I’m not sure about the last one.The problem s it doesn’t capture the cascading nature of Ka (Dominant is 100%, Major Neutral at 80%, Minor Neutral at 60%, Major Opposed at 40% and Minor Opposed at 20%).
In my rules outline I just have all this wrapped under a prime element ability. Having trouble with that. It works well for some of the stuff that nephilim do, like Ka Vision (your regular old magic sight). But not others, like sacrificing for magic power boosts and the like. Hero Points just don’t seem like a good match (though I was originally going to call them ka.
Experience Levels
Looking over the sample resistance suggestions for HeroQuest has led me to believe that we’re going to get rather magic lightweights here, especially given the power level I intended to run this game at. Need solutions.
There are two sub problems here. The lower power levels for the metamorphosis and the magic skills. And the need to have skill repetitions from past lives (like say you take oratory three times).
Maybe I just solve this by giving a but load of heropoints, but how many, and I’m not sure this is the best idea.
HeroQuest also has this “improve key word by +1 for each year”. Maybe there is some utility here.
Khaiba
In Nephilim Khaiba is the degeneration of madness that can grow in a Nephilim’s ka, stemming from critical failures. During certain astrological events the Nephilim has a chance (1% for every critical failure) of losing it. Do I want this? What does it add? How do I reflect it in HeroQuest?
Shouit
Shouit is the state of the Nephilim’s ka when she looses control of the host bd. Basically the original personality reasserts and the Ka-elements go to sleep. This stems from critical failure on skills owned only by the simulacra. I like the idea here, just not sure how to handle it.
I'm sure there are other issues I'm not thinking of.
Handling Ka
Ka, in the old game, is the name for the element that determines the Nephilim. While capturing the element itself (and a score), there are a few things that haven’t been captured well. Having this be an ability in HeroQuest works well to serve as a measure of the Nephilim’s wisdom, as a growing comprehension of the universe and, perhaps, as the magial strength of the Nephilim. Though I’m not sure about the last one.The problem s it doesn’t capture the cascading nature of Ka (Dominant is 100%, Major Neutral at 80%, Minor Neutral at 60%, Major Opposed at 40% and Minor Opposed at 20%).
In my rules outline I just have all this wrapped under a prime element ability. Having trouble with that. It works well for some of the stuff that nephilim do, like Ka Vision (your regular old magic sight). But not others, like sacrificing for magic power boosts and the like. Hero Points just don’t seem like a good match (though I was originally going to call them ka.
Experience Levels
Looking over the sample resistance suggestions for HeroQuest has led me to believe that we’re going to get rather magic lightweights here, especially given the power level I intended to run this game at. Need solutions.
There are two sub problems here. The lower power levels for the metamorphosis and the magic skills. And the need to have skill repetitions from past lives (like say you take oratory three times).
Maybe I just solve this by giving a but load of heropoints, but how many, and I’m not sure this is the best idea.
HeroQuest also has this “improve key word by +1 for each year”. Maybe there is some utility here.
Khaiba
In Nephilim Khaiba is the degeneration of madness that can grow in a Nephilim’s ka, stemming from critical failures. During certain astrological events the Nephilim has a chance (1% for every critical failure) of losing it. Do I want this? What does it add? How do I reflect it in HeroQuest?
Shouit
Shouit is the state of the Nephilim’s ka when she looses control of the host bd. Basically the original personality reasserts and the Ka-elements go to sleep. This stems from critical failure on skills owned only by the simulacra. I like the idea here, just not sure how to handle it.
I'm sure there are other issues I'm not thinking of.
no subject
Date: 2005-02-21 11:50 am (UTC)Also, community rules will handle cults quite nicely.
no subject
Date: 2005-02-22 02:54 pm (UTC)I can't speak to whether or not you want to model khaiba. How I would do it: Give each character an ability, Khaiba, starting at (say) 6 and incrementing by 1 with every critical failure. Make a character test it against some resistance (static or variable, depending) during those certain astrological events. As Khaiba increases, the character's chance of going mad increases exponentially (or something like it; it's faster than linear), which may or may not be desirable. A player could spend a hero point to deflect this, which gives more player control, if you want that.
I don't get the cascading nature of ka, and don't know how to deal with shouit (though I'd be tempted to make it a difficult test triggered by a critical failure).
I say all this as an armchair HeroQuest GM, so take with salt.
Khaiba and Shouit
Date: 2005-02-24 08:10 am (UTC)I guess it depends on what you'd really like to see happen with these elements in the game. But here's my two cents:
Khaiba and Shout both get ratings. These ratings "improve" whenever the Neph critically fails something. Further, these failures also trigger a contest between the Neph and the rating (possibly with augments depending on astrological conditions). Early on, these will be easy effects to overcome, but later on they'll get more difficult.
If these ratings carry over from incarnation to incarnation then you might want to start them at 13 and raise them a small amount for each past life.
later
Tom
Re: Khaiba and Shouit
Date: 2005-02-24 09:55 am (UTC)http://games.groups.yahoo.com/group/NephQuest/message/3
http://games.groups.yahoo.com/group/NephQuest/message/4
But yeah, you are are right on. You gonna answer my email?
no subject
Date: 2005-02-24 09:33 am (UTC)topic of debate and disagreement among certain circles), but the
Imperial Lunar Handbook includes a little foot-notey sort of thing
that allows +4 for each duplication of a given ability. Meanwhile,
HeroQuest p.19 states quite clearly that repeated abilities confer no
advantage other than keeping the one with the highest rating. Go
figure. I like the +4 option myself."
http://games.groups.yahoo.com/group/NephQuest/message/15