Clan Resources

Magic 12W Wealth 12 Morale 18 War 9W Peace 18
Session 1 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Dwarven Demolition + +3 - + - + - +
you saved the bar!
Session 2 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Demon Dogs at the Festival +9 +3 - + - + - +
Lunars tried and failed to sic demons on Yinkini kittens Amazing festival (music, baked goods, feats of strength)
Session 3 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Give Peace a Chance + +9 - + - + -3 +
crime connections w. Griselda & gift from Tintalker & Rubble visit temporary depletion for peace mission to Trolls
Session 4 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Welcome to the Rubble + + - + - + 3 [x] penalty +3
Bolg’s trollgang impressed by crew, know peace handshake [hacked from Sundomers’] penalty for temporary depletion gone Bolg no longer challenging tintalker to ritual duels
Session 5 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Digging Up Death + 3 from completing quest (drinking on the job decreased potential bonus) + - + - [] 1-time +6 bonus from Humakt’s “Kill Everything” Feat +
Session 6 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Ghouls + + - +3 for pursuing a pro-clan agenda -6: Caliope failed to fast talk JorJar: resource is STRESSED +6: successful bashing of Dolphin Street Gang +
Session 7 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Clan Fought the Law (and Scorpionmen) + + - +3 A successful but brutal sortie into Scorpionman nest in the Rubble -[STRESS test passed] +3 Clan defended itself against threats to limit its freedom +
Session 8 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Showdown in the Temple + + - +3 Friends with some duck outlaws -3 [STRESS test failed] + +3: clan showed Orlanthi and Imperials that they are genuine peacemakers
Session 9 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Holy Shit + + - + - [STRESS test passed] + +3: Both Empire and Rebels mollified, but for how long & contact with Pavisites
Session 10 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
New Temple + -0 Gang threat driven off + [no increase, threats to clan do not generate lingering bonuses, unlike PC-centered conflicts] [-3] Clan commits to Farangar’s raid +6 PC success uniform and outstanding in several cases - [STRESS not rolled, assume a pass] + +
Session 11 Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus Penalty Bonus
Masks of the Moon +3 [Oghma’s trances, revelation of Tintalker’s delusions puts you in a better position, metaphysically speaking +3: clan fends off Morokanth raid – [Farangar’s raid success, no loss] + - [STRESS not rolled again[!], assume a pass] + +
CURRENT LEVELS Magic 16W2 Wealth 7W Morale 13W War 15W [*] Peace 7W
ORIGINAL LEVELS Magic 12W Wealth 12 Morale 18 War 9W Peace 18
Improvement +24 +15 +15 +6/-9 Peace +9

Divide temporary improvements/penalties by 3 to get start for new cycle. A maximum of +3 and -2

NEW TOTAL Magic 20W Wealth 17 Morale 17 War 9W Peace 1W

When facing some of the new independent groups (The Bullfords, Tintalker’s clan) you are on an even footing.

But the two big power blocs: City Peacers and Imperials are much more unified and are much larger. You might be at a stretch when taking them on.

The stress that the clan suffered to its war resource is eliminated. We start the new cycle assuming that all the resources are stable.

At the start of the next session, all of the resources are tested against a 5W resistance to see if they are stable.

Clan Resources

Glorantha & Heroquest 2.0 @ Toronto Area Gamers ErikWeissengruber