The section on Runes says:
The next page makes a similar statement about chaos runes. So, my question is, how does a character renounce one of his runes? Of course, he can die, but most players would hate the idea. One could have a dramatic scene where an enfeebled character sacrifices himself so his son could attune his runes. Or, the son could murder his father to the same end. Or consider Henry V removing his father's crown thinking that his father had just died.
More benign would be the GM running a HeroQuest where a character acts in the role of an uzuz who returns to a troll-chaos battle, throwing her chaos rune into a chaos maw to be destroyed, and fighting more chaos without the rune's aid. The difficulty of the battle should be proportional to the time the character possessed the rune. Rewards would include increased Persistence as the character gains confidence, immunity to chaotic fear effects, increased Influence as the character learns to inspire others to face chaos with him, or a lead mace that smashes a chaotic ability from an enemy when the character hurts the enemy with it.
Also, where are the Trollball rules? It was played in the God Time, if I remember correctly.
When a troll character attunes a metal rune formed of lead, he gains the runic benefit listed in RuneQuest, as well as +5 Magic Points to his total score. This effect lasts as long as the rune is attuned. (p.61, col. 1)
The next page makes a similar statement about chaos runes. So, my question is, how does a character renounce one of his runes? Of course, he can die, but most players would hate the idea. One could have a dramatic scene where an enfeebled character sacrifices himself so his son could attune his runes. Or, the son could murder his father to the same end. Or consider Henry V removing his father's crown thinking that his father had just died.
More benign would be the GM running a HeroQuest where a character acts in the role of an uzuz who returns to a troll-chaos battle, throwing her chaos rune into a chaos maw to be destroyed, and fighting more chaos without the rune's aid. The difficulty of the battle should be proportional to the time the character possessed the rune. Rewards would include increased Persistence as the character gains confidence, immunity to chaotic fear effects, increased Influence as the character learns to inspire others to face chaos with him, or a lead mace that smashes a chaotic ability from an enemy when the character hurts the enemy with it.
Also, where are the Trollball rules? It was played in the God Time, if I remember correctly.