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December 11th, 2007, 10:50 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Sons of Kaleva, a Kalevala mod
I don't have to, any more than Illwinter had to include Arthur, Mordred and Merlin for the nation of Man. It has Knights of the Stone, i.e. of the Round Table - but there's no "Arthur the Great King", no "Merlin the Demonbred Sorcerer", or even a sword in the stone. There's nothing like the scabbard that heals the wounds of its user, and I doubt Stone Sword is Excalibur.
I could take a totally different interpretation of Kullervo, like Tolkien's Turin Blacksword, and use that in my mod. Sword Companion, medium infantry with metal armor and enchanted swords
I could even make it a new Nature/Death item the mod made available. Constr 6 or even 8, armor-negating dagger with special ability of "curse luck" on hit - cancels Luck, makes more suspectible to afflictions and sucks in general. If advanced item modding commands/ "copyitem" were possible, I could make it cursed and/or make it autocurse the wielder.
I won't add Kullervo just to get him added. I don't want too many units or commanders that aren't used, and I don't want to add units that I can't make feel right even to myself.
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December 11th, 2007, 04:36 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Sons of Kaleva, a Kalevala mod
Almost any mage is going to be used.
If you give him 18 hit points, high combat skills, nature and astral, and a soul-drinking weapon, he'll be a very effective thug, although you probably wouldn't make equipment for him.
Alternatively, you could make him as a pretender chassis  , give him like 25 hit points and a soul drinking sword - with enough special powers (glamour, fear and ethereal, say) he'd be a suitable SC god even with barely above human scale hit points.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 12th, 2007, 01:49 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Sons of Kaleva, a Kalevala mod
Having one hero with Astral magic would certainly boost their magic, at least when it comes to thugs. Luck and Amulets of Antimagic are pretty much necessary for proper thugging.
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December 12th, 2007, 03:02 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Sons of Kaleva, a Kalevala mod
Yes, I think a hero is the perfect addition for Kullervo. You don't really want to recruit him, but if he pops up, then all the better. He could also be a Pretender chassis, but I'm not sure who would want to serve under Kullervo 
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Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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