}pHPIIIP €¸}.mt .75" .mb .75" .fm .05" .hm .25" ..Fifth Circuit 9«" page length brief format. .rm3.2" .co2,2 p5p5  .f1lª@´ðCopyright 1969, 1978, 1979, 1989, 1990, 1991 by Stephen R. Marsh .f2lª@´ð1401 Holliday Street, Suite 316, Wichita Falls, TX 76301 .f3lª@´ðPage # ´   „Œ  All Rights Reserved ‰ðÄ´´HEROQUEST aªĉðÄCopyright 1991 by Stephen R. Marsh   ! HEROQUEST Chapter I PREFACE  „„  I have been producing role playing games and  variants since  1969.  Material  of mine  appeared  in  TSR's  Blackmoor. Since  then,  I have been noted in the credits of  a  couple  dozen products and several companies. I have always been interested in the  concept of heroism and my only published game, Saga  (TSR 1980) deals with concepts of Will, Fame and Heroic Immortality.  „„  This  essay  embodies  a  set of rules  that  is  my  own invention  and  my  own adaptation of existing  products  and  my own  rules  to  the concept of heroquesting. It is  designed  to  be compatable   with  the  Chaosium's  unified  role-playing   system (Runequest,  Stormbringer, Call of Cthulu, Superworld,  Elfquest, etc.) and with my Shattered Norns cycle.  „„  These  rules are not official. I have no  legal  relation ship with the Chaosium or any of its staff. While this set of rules is  based  on numerous heroquest gaming sessions  and  write-ups over  a  period  of  years,  none of  the  Heroquests  were  run  or commented on by Chaosium Staff members or their affiliates  and no Chaosium personnel attended or participated in the Heroquests I  ran (some of which used TSR's 1975 version of D&D [prior  to TSR's  Immortals set] rules and many which relied upon my  own systems or rules varients).  „„  While  I  quit running Heroquests in  fanzines  (such  as The  Wild  Hunt) years ago at Greg Stafford's request,  I  recently decided that if Steve Maurer could publish his rules, I would too.  „„  These rules:  „„  (a) ˜  are ones you can use now with RQIII;  „„  (b) Œ  address  issues  in heroquesting that  are  im portant issues to me;  „„  (c) ˜  are designed to be merged with my own skill and game system as well as the Chaosium's systems; and  „„  (d) Œ  they  are: Copyright 1990, 1991 Stephen  R. Marsh; all rights reserved.  „„  Permission   to  copy  for  personal  non-profit  use   is hereby  granted  until  June  16, 1992 as  long  as  this  copyright notice and limit are properly incorporated in the text. INTRODUCTION  „„  Heroquests  are  one of many  rituals  whereby  mortals partake  of  immortal  natures. A Catholic  Mass,  the  pledge  of allegiance,  all of these are similar in part to the basic patterns  of the  heroquest.  All  of these are part of the  great  structure  that pulls the world together. ð9p5  Œ  „„  Heroquests  are  supra or  transmundane.  They  occur whenever  a mortal reaches out past the finite and  rational  world and takes part in the infinite and suprarational world.  „„  In a RQIII type campaign reaching out to the  transmu ndane  occurs  through  the formalized  pattern  of  Heroquesting. Especially in Greg Stafford's Glorantha, a relatively energetic and young  world  (recorded history in Glorantha is less  than  10,000 years  old),  the  heroquest is the supreme  focus  of  supernatural endeavor. Physical Locale  „„  Heroquests can take place on any of four levels of reali ty. The four levels are:  „„  (a) ˜  the  Physical or mundane (the "real"  world), including   RQIII's  areas  covered  under  the   Magical   Terrain Encounter Table;  „„  (b) Œ  the  Gray Zone (the threshold of  the  mythic world),  often thought of as the spirit world. In RQIII this  is  the area  covered by the Spirit Plane, including the  Frontier  Region, the Outer Region and the Inner Region encounter tables;  „„  (c) ˜  the Hero Plane (the shadow/echo of the  God Plane). This area is not covered in RQIII's basic rules set;  „„  (d) Œ  the  God  Time  (the  real  incarnate  myths). The area also has no RQIII encounter tables.  „„  Each  of  these levels has its advantages  and  disadvan tages  in  terms  of the heroquest. The  Mundane  level  is  easily reached, mythic elements are strictly limited, and the bridge from god to mortal is direct. On the Mundane level the timeless reach es to time, the immortal to mortal, the infinite to the finite.  This set of dichotomies is a potent combination and the easiest area for the  gods  to  directly contact their  worshipers  for  participation. Time directly controls the physical world.  „„  Partially leaving time, one comes to the Gray Zone,  an area  where it is easy to become lost and where the guiding  force is spirit rather than matter.  „„  The  Gray  Zone is the interface  between  the  material world  and the spirit and mystical realms. The newly slain  dwell here, the terrain is bleak and shifting, and the level is distant from the gods. It has two advantages. First, it is a mythic level (albeit the least orgainized). Second, it is the weakest mythic level. The Gray  Zone  is  the  safest (in terms  of  physical  danger)  of  the realms of myth.  „„  Next is the Hero Plane. The Hero Plane is the  shadow cast  by the incarnate myths into the realms of spirit.  The  myths and  the  world  create  the cosmos,  casting  the  heroplane  as  a shadow of that creation and existence.  ð9p5  Š  „„  By  following  mythic  paths (outside  of  the  mundane world and the shifting Gray zone, time is a matter of location, not causality),  one  may  participate  and  be  changed  by  the  great mythic acts by walking in their shadows.  „„  Creating  the shadows or echos of the Hero  Plane,  the God Time is the real thing. Any change on the God Time chang es  reality,  and effecting any such change is as hard  as  changing mundane  reality. Such changes are just as real. When  the  rune of  the  Lesser Kraken was unmade and was  destroyed,  that  de struction  changed  history,  time and the material  world  (to  the extent that its name was lost, its worshipers became worshipers to other gods and its shrines and governed skills all ceased). Runes  „„  The runes are embodiments of primal forces. In a very real  sense, as I use runes, they are the Platonic  Ideals  discussed and  debated  by  early Greek Philosophers. In  a  more  modern, almost nominalistic setting, runes are the operands of the cosmos' operating system.  „„  In my system, each rune is also a set of stars and has  a descrete,  separate existance on some levels of reality. When  the term Vali appears in my older notes or rules it refers to the gener ic  name I gave the rune-stars. Each star within a rune  constella tion  can be thought of as the assembler segments  controlled  and constituting that operand.  „„  In Glorantha the stars are a part of Yelm's court.  „„  Each rune has its aspects, its descenders and its co-de cants. The charting of same would look like this:  „„   RUNE  „„   / \ ASPECT ASPECT ---------------- co-decants. DERIVATIVES/MELDS DESCENDERS  „„  Using an actual example:  „„   FIRE  „„   / \ LIGHT HEAT ---------------- steam (Meld of Water)  „„   „   „Œ  |  „„   „   Magma (co-decant of Earth) (Meld of Fire)  „„  The  number of Runes is limited. With the  fragments, derivatives,  aspects, melds, descenders and co-decants,  they  are able  to  express the entirety of the operating system.  All  skills, traits,  spells, and attributes have one or more runes that  control, limit or influence same.  „„  In my system, there are the following runes: (For *'d runes, the just reverse the runes to find the opposition) ð9p5  Œ Rune Å„   „   „Œ  Opposing Rune Dark Ñ„   „   „Œ  Fire Fire „   „   „Œ  Water Water w„  „   „Œ  Earth Earth ®„  „   „Œ  Air Air b„   „   „Œ  Dark Death †„  „   „Œ  Life Man ü„   „   „Œ  Plant Beast ¶„  „   „Œ  Man Plant Í„  „   „Œ  Beast Spirit* ?„ ÿ  „   „Œ  Shadow* Law* ž„   „   „Œ  Anarchy/Chaos* Stasis* 0„ ÿ  „   „Œ  Change/Movement* Harmony* r   „Œ  Disorder* Magic* ù„ ÿ  „   „Œ  Contrary (Left)* Mastery Ä ÿ  „   „Œ  Luck Luck Í„   „   „Œ  Fate Fate „   „   „Œ  Mastery Truth* 8„ ÿ  „   „Œ  Illusion* Infinity* „ ÿ  „  „Œ  Entropy/Chaos*  „„  In  Stafford's Glorantha the runes are not the same  and the  pairs  may not be the same. It appears that  Stafford's  Beast and  Dragonnewt  are Aspects of the Contrary rune (the  same  as Dark  or  Seid  in Norse) and are so potent  as  to  represent  full- fledged  runic aspects of their own. (Note that  Gloranthan  Beast is  also  Dragon's Eye). E.g.  Man  (rational)  /Beast(irrational); Magic (normal/right-handed)/Dragon  (contra-normal/lefthanded). Magic and Man may very well be Aspects of the rune for Natural or Sapient/Sane.  „„  Some  things  about Glorantha only Greg  Stafford  and the Dragons seem to know and they both keep secrets. The above is my guess based on how I began running my system following a paper I wrote on the left-handed power and the Cheyenne Contra ries in 1974. As you could guess, I have extremely deep presup positions.  „„  Regardless  of the system, all (or nearly all)  runes  are related  to conflicts or opposing runes. These are not  necessarily pairs,  but  may  form triads, stars or  other  configurations.  For example, for some (explaining more of the above):  „„  Fire overcomes Dark  „„  Water overcomes Fire  „„  Earth overcomes Water  „„  Air overcomes Earth  „„  Dark overcomes Air.  „„  The  force that overcomes is the opposing  rune.  Thus in the elemental star, if your rune is Fire, Water opposes you.  If your  rune  is  Dark,  Fire opposes you.  The  opposing  force  is important because of the concept of Rune Traits and Rune Factors (discussed  below  in  more  depth).    ð9p5  Š „„  Basically, in Rune factors (traits) the limit to the  char acter's  strength in a rune is the character's strength in the  oppos ing element.  „„  (so  that  on the 20/20 scale, a character's Fire  trait  is limited  to  20  [the scale maximum] - Water trait,  Dark  is  20  - Fire, etc.).  „„  I  do not have Lunar/Moon as an element (I  use  Cycle as  a form rune that replaces Lunar/Moon in my  mythology).  If you use Lunar or Moon as an element, I have suggestions below.  „„  While the elements are in a star, most of the forms  are paired.  Life  and Death. Stasis and  Movement.  Magic  (right- handed/natural)  and Dragon(newt) (left-handed/seid). Truth  and Illusion.  „„  Chaos  taints  the  process  and  can  change  the  pairs. Thus  a  chaos god may have her Fire opposed  by  Stasis  (rather than  Water)  or his Death opposed by Water  (rather  than  Life). This chaos impact can make for some unusual pairings.  „„  If  you do not like the elemental star, or prefer to  have all  runes  in  opposing  pairs,  then  use  Fire/Water,   Earth/Air, Lunar/Dark  for  elemental  pairs.  I do  not  have  Lunar  in  my world, so that particular pairing won't work for Shattered Norns. Gods  „„  Gods  have  two  functions. They  Embody  runes  and they serve in a pantheon. That is Gods directly act/participate  in the  operands as they control and alter the world. Gods  also  are directly acted upon by their worshipers and use both their  discre tionary  functions  and  non-discretionary  functions  to  aid  their worshipers.  „„  A  god's ability to directly act to benefit its  worshipers is  tied to how free the god is from complete integration  with  the rune.  A god's strength with the rune is directly proportionate  to the  integration  with  the rune. When a  god  gets  so  diluted/in tegrated with their rune as to lose free agency, they are unstoppa ble  within the rune's function yet unable to act  independently  of the rune as it is manipulated.  „„  The  very  act of becoming a god  (accepting  worship pers) in any degree begins the limits on the god's free agency.  It is  possible  to influence a god through worship--even  if  the  god does  not desire your worship. Propriation is a good  example  of this.  „„  The  result is that the older the god, the more  powerful in god vs god conflicts involving the rune. At the same time,  the less  powerful  to directly aid the worshiper. Thus new  gods  are born  and  old ones fade. In addition, some immortals  and  some heros chose not to become gods in any fashion. .cb ð9p5  Œ „„  My  mythos  included  Elaikases  (cf  my  fanzine,  The View  from  Elaikases Tower who refused worship  specifically  to avoid being bound or controlled by worshippers). Rune Factors  „„  (as referred to above and covered later in more detail)  „„  The following are the factors for integrating a rune. -2 Ó„  Severed Ö ÿ  „Œ  (cut off from the rune and all its  „„   „   „Œ  skills, spells, etc.) 0 Û„  Nominal š ÿ  „Œ  (normal relationship with the rune) 1 Û„  Partial P ÿ  „Œ  (initiate level contact) 2 Û„  Minor g  „Œ  (rune lord/priest contact) 4 Û„  Major s  „Œ  (prime  rune,  runelord/priest  con tact) 8 Û„  Affiliated K ÿ (direct tie, hero of controlling god) 16 °„  Aligned Ù ÿ  „Œ  (godling, superhero) 32 °„  Embodied  ÿ  „Œ  (the controlling god. Yelm/Fire,  „„   „   „Œ  Humakt/Death, Orlanth/Air) 64 °„  Integrated ! ÿ (god who has become part of the rune  „„   „   „Œ  without any free will).  „„  Rune  affiliation  is  a 20 point trait  range  that  begins with  the  normal  twenty  points  distributed  between  the  linked runes. (as above for elemental runes, distributed directly between opposing  runes just as between opposing traits). Thus  one  may be  15  Death/ 5 Life or 19 Chastity/1 Lust.  Under  normal  cir cumstances, all affiliations have at least one point in them.  „„  Note  that rune related skills are limited to 10% *  rune factor (for %tile systems) (e.g. weapon skills are limited to Death * 10 so that with a 15 Death one would be limited to a  maximum weapon  skill  of 150%) (or limited to 1 per rune  factor  for  3d6 systems, so that a 15 Death limits one to a maximum weapon skill of 15).  „„  A rune may be severed from a character to increase the spread.  With severing, the above schema allows for the  number 22  to  be  used  for the number of  perfection  (following  an  old Middle Ages philosophical numerology concept I rather liked).  „„  In addition to the Rune Trait (the 20 point spread) there are Rune Factors. Rune Factors (also called operative points) are the portion of the rune trait "realized" or more fully embodied  in a  character  and  their life. Factors may  never  exceed  the  trait number.  ð9p5  Š „„  Only operative points (or Rune Factors) count for  most heroquest  related actions. Thus a RuneLord of Humakt  may  be 15/5  in her Death/Life traits, but she may very well have only  6 Death/-2  Life in operative points (factors) for consideration on  a heroquest.  „„  Operative points are what determine levels for  evaluat ing runes on quests and they increase the skill limits by additional amounts.  (+20%  for each operative point). (for  3d6  systems, +2 per operative point).  „„  By  severing  a  rune contact  (i.e.  Humakt  is  severed from  life) one immediately reduces the severed rune's trait to  its factor (i.e. -2), and increases the operative power of the  opposite rune by 2 (and the relevant opposed trait to its maximum).  (E.g. Sever Fire results in Fire to -2 Trait and Factors, Dark to 20 Trait and Water to +2 Factors).  „„  Thus  Humakt's runelords, who sever Life as a part  of the ceremony that ties them to Death, become 8 Death (factor  for rune  lord  of  controlling god +2)/-2 Life (22  Death/-2  Life  in actual trait).  „„  For gains in Rune Factors beyond 22, one must engage in Heroquests. It is possible to gain factors beyond 22. Gods II  „„  Following  a  god  allows one to  gain  portions  of  the god's  nature. An initiate of a god has all traits shifted one in  the direction  of  the  god's trait package. A  runelord/priest  has  all traits  shifted  two in the direction of the god's  trait  package.  A joint lord/priest shifts two more. A sainted hero shifts two more, and  may  shift one past the 20/20 limits (to 20/0). This  leads  to certain benefits, for example Sainted Yelmalios always make their chaste checks.  „„  However, gods are not uncluttered and unmarred. The clutter  adds  advantages, the marring adds disabilities,  geas  and other limits. The follower takes upon itself weaknesses as well as benefits.    ! RULES  „„  Heroquesting is a matter of making permanent  changes in  reality by exchanging Will for Alterations in Reality.  Perma nent  changes  (for good or will) embody  Will.  Heroquesting  is specifically   the  spending  of  will  for  advancement  along   the heropath. These rules simulate that exchange. THE SKILL SYSTEM  „„  This  is the skill system that I use in my  campaign  for all  purposes. It translates directly to Heroquest. Normal  Rune quest  I, II and III characters can be used directly --  without  any changes -- under this skill system.  ð9p5  Œ „„  I  prefer it because it is seamless in its  integration  and because it has a great deal of flexibility and exactness. Steve Marsh's Skill System  „„  This  system is expressed in percentile terms. It  trans lates easily into 3d6 terms and can be used in a 3d6 system. BASIC SYSTEM  „„  Most  tasks  are determined by a roll of (skill  +  %tile roll)    -    (y*10%).   y™   is   determined   by    the    degree    of randomness/difficulty  in  the task. All skills are  expressed  as  a number  level as skill n%, where skill is the name of the skill  and n%  is  the skill level. For each 5%tiles obtained above  0%  one point  of  effect is done (rounding up {e.g. 1% is  rounded  up  to 5% for determining effect).  „„  For  example,  a character might have jogging  at  skill level  60%  or  jogging  60%. Jogging on a  track  is  a  0  level, nonrandomized,  task. The result of someone jogging on  a  track is  determined  without  the  randomizer (skill +  0%)  -  0%.  A jogging  skill of 60% would mean that each round of  jogging  the character  could  do 60 points of jogging for 12  points  of  effect. <(60% + 0%) - 0%>/5 = 12.  „„  (with  %tiles,  divide the % by 5 to get the  number  of points.  I.e.   a  skill of 60% would do 12 points  a  round  in  an unopposed situation).  „„  Cross  country  jogging on a path is a  10%  level  task (i.e.  y™  = 10%). The skill of 60 would do (60 + d10%)  -  10% per   round.  In  addition,  tools  can  increase  the  result   done. Magical  or bionic shoes could add to skill, results or  could  alter the level of the task.  „„  Non-magic  tools  add  to  the  dice  roll.  Good  shoes might  add +2 to the results of jogging. Often tools  have  condi tional  impact. That is, a tool's addition comes only if a  positive result is first made. This is most common in combat. COMBAT  „„  This system works well with combat. Treat combat  as usually  being  a d100%-50 (for normal) to d100%-100  (for  pan iced, etc.) level task. A skill of 60 would do (60 + d100%) -  50 points  per round and would have a 50% chance to hit  against  an opponent  with  equal skill. (Equal skills reduces things  to  equal chances).  „„  With  a normal 1d8 tool (such as a sword) at 60%  skill one   (in   a  panic  situation)  would  do   <(60%   +d100%)   - 100%>/10  per round at skill level 60% (e.g. when  desperately hacking  away  at  the  evil  blob  creature).  Every  positive  roll would add 1d8 (for the conditional tool) to the result. .cb ð9p5  Š „„  As  per  the  above, parry skill is added  to  combat  by having  the  parry  skill added to the minus side  of  the  equation. Thus  60% skill to hit vs 40% parry becomes (60% +  d100%)  - (50% + 40%) or d100% - 80% -- a 70% chance to hit. COMPLEX PROBLEMS  „„  Some  problems regenerate, some have  initial  difficul ties.  Many  tasks can have help from tools. Let  me  give  some examples. Piloting a ship  „„  Wavestalker  has  an  enchantment worth  +15%  on  a superior ship worth 10% and a skill of 30%. Leaving the  harbor in his ship is a 3 point a round task.  „„  That   means,  that  to  successfully  leave  the   harbor Wavestalker must earn 3 points each round of play.  „„  On  take-off without any trouble he does  6+3+1  (10) points  per  round  on a 3 point task. He has  a  good  margin  of safety. Each round he gets 7 points ahead.  „„  Two  rounds  into  the  channel  he  encounters   minor weather  trouble -- a mild squall. That is a 20%  level  task/prob lem.  He now does (55% + d20%) - 20% points per round.  He is still safe and still getting ahead. That is, he does 35% + d20% (or 7+d4) points per round into solving the task.  „„  This  is  the  way that a normal harbor  exit  should  go even with minor weather problems. However . . .  „„  Suddenly  the spell is dampened as the ship  breaks  the spar  the  spell was enchanted to (wood rot that he did  not  check for  after  the  winter ended). Wavestalker is now in  a  (30%  + d20) - 20% situation. (or 2 + d4)  „„  As  the weather worsens with rain(+30% to  his  prob lems)  he slips into a (30% + d50%) - 50% situation. He is  now at  d50% - 20% every round and could be losing ground.  Add  a variable  strong wind for a storm and he is at (30% +  d100%)  - 100% (or d100% - 70% per round).  „„  He  is going to start losing that comfortable  margin  he built  up.  Luckily for him he makes it back to  the  dock  before things get too sticky. Reading a foreign language  „„  Wavestalker  gets everything fixed and docks at  Helvi tia.  He  speaks 15% of Helvitian. With his skill he goes  into  a cheap restaurant and takes a menu.  „„  A  simple  menu will take d6-0 points to  read.  It  will (due  to formatting) have d3 points of "armor" (Wavestalker  will never read some difficult menus). As long as his dinner  compan ð9p5 Œion doesn't stress him (10% as a level one stress) he will do his  3 points  a round until the menu is read (or he gives up and  guess es).    „„  He reads the menu (which took 3 points to  understand, and which had 1 point of armor) in two rounds. Climbing a cliff  „„  Later  he  is  climbing a bit of cliff.  He's  in  a  hurry since he dropped his sword and the wolves are getting closer. He has  a  skill of 20% and climbing equipment  worth  20%  points. The cliff w' wolves is a 20% problem and because of the shale he has  to do 2 points before it starts to count (2 points armor on  the problem).  „„  This cliff takes two points per meter to climb.  „„  Lets  put the numbers together. (20% +  {tools}  20% + d20%) - 20 every round. He does 4 + d4 points every round. He  rolls  a  10 on d20% resulting in 6 points earned  (less  the  2 points  of armor the cliff has from the shale problem).  This  gets Wavestalker 2 meters up the cliff before the wolves arrive.  „„  Had he been a bit more rushed this would have made  a good  100% problem with him at (20 + 20 +d100%) -100%  per round.  At  d100% - 60 he would have probably been  caught  by the wolves.  „„  He'll need to continue to be careful as he climbs higher so  that he doesn't earn negative points, but at 2 meters he is  safe until help arrives. Etc.  „„  Note  that  the  armor idea solves  many  theoretical  of problems where low-skilled types can't solve that kind of problem at  all  but  high skill types can do it quickly and  easily.  Take  a task  with  10  points of armor and 1 task point. If  your  skill  is 45% you'll never succeed. With a skill of 55% you'll do it every time when not under pressure and eventually even with pressure.  „„  These  kinds  of  situations  and  results  are   relatively common in real life. FUMBLES  „„  If you want fumbles, you can use a roll of 01% to 05% and/or  a  result of negative numbers to mean negative  results  to the  extent  of the negative numbers generated.  This  means  that when  a  highly skilled individual klutzes the results  won't  be  as bad. This is true to life. A highly trained swimmer who slips  up gets a mouthful of water, a neophyte starts to drown.  „„  In  addition,  the more difficult the situation,  the  more likely  bad  results are to occur. In a 100% situation  bad  results are much more likely than in a 10% situation. A positive number  ð9p5 Š(even with a 01%) means that the bad result was just a slow result (i.e. you rolled a 01% when you could have rolled higher). TRANSLATING CHARACTERS  „„  Note  that using this system a character is freely  trans ferable  between  this  and  any  3d6  equivalent  skill   resolution system  (like  Pendragon [with d20] or  Champions).  Characters are  easily transferred between this and %tile systems. For  %tile systems, just use the same numbers. This system is transparent to characters under RUNEQUEST.  „„  For d20 and 3d6 systems any number (vs %tile) skill is multiplied  times 5% to get the percentile skill. I.e. a  Pendragon sword skill of 5 becomes 25%.  „„  While a 3d6 curve is not the same as a d20 flat distribu tion,  it  is  roughly equivilent. I generally  use  flat  distributions (e.g.  d20) for risk takers (such as berserks), moderate curves  for professionals (e.g. professional fighters would use 2d10) and  3d6 for conservatives (e.g. a cautious man-at-arms would use 3d6).  „„  This  system allows for simplification when you do  not desire the extra complications of this system, and detail when you want to know just how long it will take to pick that lock or  climb that  cliff.  For  simplification, merely use  the  normal  RUNE QUEST rules.  „„  The  realism  v. playbalance weighting  can  be  shifted anytime for any need. DICE RANGES  „„  d100  is  the base range. d100 divided by two  is  d50. d50  divided  by  two  is d25. d25 divided by  two  is  d12.  d12 divided by two is d6. Note also that d25 is fairly close to d20 and d12 is fairly close to d10.  „„  Commonly, difficulties are done on d10, d20, d50  and d100.  Extremely difficult situations (such as simple  heroquests) call for 2d100. Transcendentally difficult situations (such as deep heroquests, etc.) call for 3d100 or 4d100.  „„  Generally, the Gray Zone adds from d10 to d100 to the difficulty  of tasks performed therein. Even simple running  on  a track becomes a randomized event in the Gray Zone.  „„  The Hero Plane adds from d100 to d300 to difficulty in most areas, up to an additional d1000 in some places. (i.e.  basic combat thus becomes at least d200 and can be as bad as d1100).  „„  You can choose your own limits for the God Time,  but I suspect that d1000 is enough for most campaigns.  „„  Note  that for a skill of 200% and no difficulty  modifi ers  (4d100  +  skill) minus (400 + difficulty)  gives  an  average result  of  (400 - 400), ~ 0 or a 50/50 chance of success.  At  just  ð9p5 Œd100 difficulty and skill levels of 300 on both sides the chance  of success is still 50%. The system handles both high percentage  of success and high levels of difficulty very well. POSTSCRIPT, doing it again, but using 3d6.  „„  Using  3d6 allows one to use Pendragon Rules  for  the basis  of a Glorantha Campaign (something I like) or to use  older versions of Shattered Norns without translating to d100.  „„  (This explanation system is expressed in 3d6 terms.   It translates easily into %tile terms and is above a %tile system) BASIC SYSTEM  „„  Most  tasks are determined by a roll of (skill +  yd6)  - (y*6).  y™ is determined by the degree of randomness/difficulty  in the  task.  All  skills are expressed as a number level  as  skill  n, where skill is the name of the skill and n is the skill level.  „„  For  example,  a character might have jogging  at  level 12 or jogging 12. Jogging on a track is a 0 level task. The result of  someone  jogging on a track is determined by  the  randomizer (skill + 0) - 0. A jogging skill of 12 would mean that each round of jogging the character could do 12 points of jogging. (12 +  0) - 0 = 12.  „„  (with  %tiles,  divide the % by 5 to get the  number  of points.  I.e.   a  skill of 60% would do 12 points  a  round  in  an unopposed situation). (You can compare the examples above  and below to see this principle in action).  „„  Cross country jogging on a path is a 1 level task (i.e.  y™ =  1).  The  skill of 12 would do (12 + d6) -  6  per  round.  In addition,  tools  can increase the result done.  Magical  or  bionic shoes  could  add  to skill, results or could alter  the  level  of  the task.  „„  Non-magic  tools are either cumulative or  non-cumula tive. An example of cumulative tools is good shoes. Good shoes might  add  +2 to the results of jogging. An example  of  a  non- cumulative  tool is a poison dagger. Poison adds to damage  done to a target only after damage is already done to a target. COMBAT  „„  This system works well with combat. Treat combat  as usually being a 3 level task. A skill of 12 would do (12 + 3d6)  - 18  points  per round. With a normal 2d6 tool (such as  a  sword) one would do (12 +5d6) - 18 per round at skill level 12. COMPLEX PROBLEMS  „„  Problems  can  be  complex  in  their  elements.  Some problems  regenerate, some have initial difficulties.  Many  tasks can have help from tools. The following reviews some examples:  ð9p5  ŠPiloting a spaceship  „„  Starstrider, to help him in piloting his spaceship, has  a computer  assist  program worth +3 points in a XAV  worth  +1 points and a pilot skill of 6. Take off in his FFX67/9 is a 3  point a round task.  „„  That  means, that to successfully take-off the  FFX67/9 Starstrider must have a net of 3 points each round of play until he is  in orbit (until his spaceship has earned, with its thrust  factors, the points necessary to be in orbit).  „„  On  take-off without any trouble he does  6+3+1  (10) points  per  round  on a 3 point task. He has  a  good  margin  of safety. Each round he gets 7 points ahead.  „„  Two rounds into take-off he encounters minor  weather trouble. That is a 1 level task/problem. He now does (10 +  d6) - 6 points per round. He is still safe and still getting ahead. This is  the  way  that  a normal take-off should  go  even  with  minor weather problems. However . . .  „„  Suddenly the XAV goes out (and the program with  it). He  is  now  in  a  (6  +  d6)  -  6  situation.  He  still  earns  d6 points/round.  „„  However, more trouble, his radar horizon dissapears in a  developing  bad  weather situation (radar horizon to  0  is  a  -4 condition)(bad weather is 2 level or 2d6).  „„  Starstrider  now is in a (6 + 2d6) - (12 + 4)  situation. That  is, he makes 2d6-10 points per round. He is going  to  start losing  that  comfortable margin he built up. Luckily for  him  he makes it into orbit before things get too sticky. Reading a foriegn language  „„  Starstrider gets everything fixed and docks at  Helvitia. He  speaks  3  points of Helvitian. With his skill he  goes  into  a cheap restuarant and takes a menu.  „„  Assume  that  a  simple menu will take  d6-0  points  to read.  It  will (due to the quality [or lack  thereof]  of  formating) have d3 points of "armor" (Starstrider will never read some diffi cult menus). As long as his dinner companion doesn't stress  him (d3  to  d6  as a level one stress) he will do his 3  points  a  round until the menu is read (or he gives up and guesses). He reads  the menu  (which took 3 points to understand, and which had 1  point of armor) in two rounds. Climbing a cliff  „„  Later  he  is  climbing a bit of cliff.  He's  in  a  hurry since the wolves are getting closer. He has a skill of 4 and climb ing  equipment  worth 4 points. The cliff w' wolves is a  level  2 problem  and because of the shale he has to do 2 points  before  it starts to count (2 points armor on the problem).  ð9p5  Œ  „„  This  cliff takes two points per meter to climb. (4 +  4 +  2d6)  - (12 + 2) or 8+2d6 - 14 per round. He rolls a  10  on 2d6 (18 - 14) resulting in 4 points earned.  „„  This  gets  him 2 meters up the cliff before  the  wolves arrive.  He'll  need to be careful as he climbs higher  so  that  he doesn't  earn negative points, but at 2 meters he is safe until  help arrives.  (You can see that I generally have negative  points  take away  from  benefits earned. In this case, negative  points  would cause  him  to  slide  down the  cliff.  On  the  take-off,  negative points eroded the chance of getting into orbit successfully.) Etc.  „„  Note  that  the armor idea solves most of  the  problems where low-skilled types can't solve that kind of problem at all but high skill types can do it quickly and easily. Take a task with  10 points  of  armor and 1 task point. If your skill is 9  you'll  never succeed.  With  a  skill  of 11 you'll do it  every  time  when  not under pressure and eventually even with pressure.  „„  These  kinds  of  situations  and  results  are   relatively common in real life. FUMBLES  „„  If  you want fumbles, you can use a roll of 1  and/or  a result  of negative numbers to mean negative results to the  extend of  the  negative  numbers  generated. This  means  that  when  a highly skilled individual klutzes the results won't be as bad. This is  true  to  life. A highly trained swimmer who  slips  up  gets  a mouthful of water, a neophyte starts to drown.  „„  The  extent of the fumble can either be charted  or  can be the simple negative numbers/erosion of results I gave above.  „„  In  addition,  the more difficult the situation,  the  more likely  bad results are to occur. In a 3d6 situation bad results  are much more likely than in a d6 situation. A positive number (even with a 1) means that the bad result was just a slow result (i.e. you rolled a 1 when you could have rolled higher). TRANSLATING CHARACTERS  „„  Note  that using this system a character is freely  trans ferable  between  this  and any 3d6  skill  resolution  system  (like Champions).  Characters are easily transferred between  this  and %tile  systems.   In  the  %tile version,  you  can  freely  transfer characters  between  this  and RQ. Same  numbers  just  different uses (a skill of 12/60% is the same in either system).  „„  This  allows for simplification when you do  not  desire the  extra complications of this system, and detail when you  want to  know just how long it will take to pick that lock or  climb  that cliff.  ð9p5  ŠNEXT STEPS  „„  (After  changing  or  making  allowances  to  the   skill system to allow for the difficulty of the heroquest realm).  „„  After converting all the skills had by the character to fit the  new skill system, determine available WILL (see below)  and calculate Presence. PRESENCE  „„  Presence  is calculated by backtracking  the  character's career  and  using  a system similar to  the  Pendragon  Rules  for Glory. Every act using a rune that results in change or improve ment of the character increases presence in the rune related to  the act.  Total  presence (summed from all runes)  equals  Heroquest glory.  „„  Killing  a  great  giant  is  about  200  points  of  glory, ownership  of  land, being knighted, becoming a runelord,  all  of these  are  generators  of glory. As a note,  most  characters  will find  their  presence  and  glory in the runes  of  Magic  or  Death (spells or swords).  „„  Consider, a Runelord probably has earned, by  separate experience,  at  least 100 %tiles of skill. That comes  (under  the 5%  per successful learning by experience) to 20  encounters.  At 30 glory each that is 600 glory. Assuming other inputs, an  occa sional  failed  experience  check,  etc.  a  Runelord  probably  has between 2,000 and 12,000 points of glory, mostly from  presence in  the  Death rune (for fighters), the magic rune  (for  sorcerors), the spirit rune (for shaman) or a "usual" rune (for rune priests).  „„  For  future play add the rules for glory and traits  from Pendragon    and apply them as limits to skills. Skills are  limited by  the trait that controlls the skill (as above), the presence in  the related  rune (+1/10% to maximum for every point of  presence), and by will (added to skill when on/in mythic planes).  „„  If  you've seen a Chaosium Heroquest (I have not  been so lucky as to run in one), Glory and Presence are what I use in stead  of Rune Fame. It is simpler and easier to account for  than what I have glimpsed. TRAITS  „„  Traits are endemic to a number of systems and fit  very well  into  the  Heroquest arena as well  as  my  personal  system. They function as a skill limit and as a method of character exposi tion.  Skill limits help define and control the shape of  encounters and  reality.  Traits also define the  character's  personality  ele ments and are a great play aid in that respect.  „„  Every  time  a  character is on  the  heroplane,  use  the above mechanics and rules with two exceptions. First, when  you feel  a  need to change, Second, when the rules do not  fit.  With these rules you are ready for WILL and Spirit. ð9p5  Œ WILL  „„  The requisite called WILL is the most important part of the HEROQUEST and the place where most developments of  the rules  keep  bogging down. Most GMs treat WILL as  similar  to Glory  and  suffer a number of problems from that  approach.  In addition, several systems bog down on how to accumulate WILL.  „„  I  have found it is better to have both Glory and  WILL as  separate  requisites and to start every character with  WILL  at 18  points.  Each  runic  association  the  character  is  sealed   to (generally, each rune in each cult the character is a Rune Lord  or Rune Priest in) costs a point of WILL for an allied association,  3 points for a direct association.  „„  Spirit is equal to Will.  „„  Will   is  to  be  treated  as  Heroquest's  equivalent   to Power. Spirit is Heroquest's equivalent to Magic Points.  „„  Runic  associations do not add to will, they cost will  as expenditures  of self to gain access to magic. Just as  a  character sacrafices  points of POW for Rune Magic, a character  sacrafices points of WILL for Rune contacts.  „„  Allied associations vs direct associations are determined by how one takes skills or spells. If one takes skills or spells as a member  of  the  cult,  it costs 3 points  of  WILL.  If  one  takes advantage  of skills or spells of an allied cult (or gains an  ally)  it takes 1 point of WILL.  „„  In addition, each skill that goes over 95% costs a  point of  WILL.  One can spend all of one's WILL just by  having  too many  skills  at  high percentiles. Gods  who  become  integrated with  their rune eventually begin to gain the skills associated  with the rune at percentiles over 100%. This costs them will.  „„  Finally, to keep a benefit gained on a Heroquest costs a point  of  WILL.  WILL  can also be gained  or  lost  on  special Heroquests (usually in interactions with the Trickster).  „„  On  the other hand, characters can gain  WILL.  Every adverse  effect  suffered  and retained from a  Heroquest  gains  a point of WILL (the same one lost by the party keeping the  mirror benefit). Every 500 points of glory generates one point of WILL. (Negative glory is a special case, not covered here.)  „„  In  addition, each power of ten of worshipers a  charac ter  has  generates a point of WILL. (Thus 100  worshipers  =  2 points  of  WILL; 1,000 = 3; 10,000 = 4,  etc.)  An  alternative rule  (if  you  decide  that your characters need  more  will)  is  to make the base for the number of worshipers either 4 or 8.  „„  1   1-4 iŒ   „  1-8  „„  2   5-16 ÿŒ   „  9-64  „„  3   17-64 •Œ  „  65-512 ð9p5  Š „„  4   65-256 +Œ ÿ  „  513-4096  „„  6   256-1024 WŒ ÿ  „  4097-32,768  „„  7   1025-4096 q  32,769-262,144  „„  Reducing runic associations will free up the Will  dedi cated to them as will sacrificing skills that are over 95%.  „„  Finally, some heroquests can result in gaining WILL in ways  other  than  losing a part of yourself  (e.g.  if  you  succeed against the Trickster).  „„  When  WILL  = 0 the character loses his  or  her  free agency and becomes an NPC. This happens at any level of  play. A  god  can become "NPCed" (so to speak) by gaining  too  many allies and skills or by losing worshipers or glory.  „„  E.g.  Oakfed  is completely controlled  by  his  shaman because  he spent all of his WILL. In current politics, Pavis  is  a good  example of a god who overextended his runic  associations. So  is Sartar. Pavis encompassed too many runes directly,  Sartar had  too many allies and lost too many worshipers. Will  is  very important.  „„  Being  raised  from the dead, etc. costs a point  of  will each time it happens.  „„  The  system works rather well and handles  high  levels of  power.  It  also gives a level of richness  to  play  with  traits, glory and similar aspects of mythic life.  ! MORE NOTES AND RULES  „„  Most  superheros have about 10 to 100   linked followers with the concommitant limit on hit points, magic points, etc.  „„  [implied  rule:  except  for  special  circumstances,  all linked  followers  must  be  rune  level   characters.]  „„  [implied rule: the infinity rune does not give one  infi nite  ability or power -- instead it allows the superhero to  transfer damage  or  adverse  results  to linked  rune  level  followers.  A superhero  thus becomes the focus for the power and lives  of  his followers.]  „„  [implied  rule: gods can transfer damage only  to  spe cially linked supernatural followers in a fashion similar to  super heros.  The hrythgar or cohort of a god has the same function  as the linked followers of a superhero.]  „„  {practical note: dragons are the lefthanded path equiv alent  of  superheros. Their increased body  mass  substitutes  for followers. Dragons are very, very large.}  „„  [implied  rule:  there  are  supernatural  equivalents  or substitutes  for  followers in terms of  creating  glory,  generating  ð9p5 Œwill,  providing power/magic points and absorbing damage  trans fers.  Dragons are the most effective, chaotic means the  least  in providing equivalents.] BASIC HEROQUEST TYPES:  „„  Many  encounters  that depend on  roleplaying  and  an occasional opposed trait roll -- modified by WILL if applicable  -- are  great  beginning heroplane type conflicts. Not  everything  is saving  the world, fighting off terrible odds, etc.  The  following section goes over the basic types of heroquests.  „„  A. Mundane  „„  Gaining  a minor temporary special benefit is the  heart of  many  mundane heroquests. By definition, this is the  kind  of benefit that has play aid but that does not cost WILL and to which WILL  cannot  be  added to determine results.  The  yearly  holy season ceremonies come to mind as a good example as would  the typical  attempt  to  gain  a  military ally  during  a  war  (see  the Dragon Pass game for some examples).  „„  The other kind of mundane quest centers about  gaining a  minor  benefit  (that is available through  mundane  means)  by mythic  means.  A  character  may  go on  a  quest  that  gains  a runemagic  spell  or improves a requisite or skill  just  as  training would.  These  quests  are good practice and do  not  cost  WILL (unless WILL vs WILL struggles are used to obtain the benefit). B. Simple  „„  The  basic  "simple" quest where one spends  WILL  to gain  a permanent benefit not usually available. (Good  examples include  a normal human becoming one of the "men and  a  half," the  walk on Wind Mountain where a man can earn the  ability  to take  a sylph's form, raising the dead, the visit to hell  , etc.). (doing a quest at a  low level reduces difficulty at the higher level). C. Heroic  „„  The  kind of quest that is a mark of a true hero.  Gain ing a fetch or a true allied spirit, finding a best friend, changing a mythic  event,  or  gaining  a  special/left  handed  power  are  all heroic quest levels. Note that while some parts of the true  hero quest  may start at relatively low levels of power (e.g. gaining  an allied spirit or fetch) all parts of the heroic quest are necessary  to the identity and power of a hero. D. Superheroic  „„  The quest to gain the infinity rune, the true visit to  hell (necessary for the ability to routinely return from the dead  unless sundered into grisly portions), bonding the best friend and similar steps are all superheroic. Note that the path to becoming a super hero  is  a often a separate path than that of ascending to  being  a lesser  god.   ð9p5  Š  „„  The gods do not necessarily use the infinity rune,  need best friends or need a back door out of hell. SAMPLE LETTER ANSWERING QUESTIONS  „„  1) Ó  No,  my  version  of  heroquest  is  not  even close  to  (to  my  knowledge) the version  that  Greg  Stafford  is using.  „„  2) Ó  I use the trait pairs listed by John T.  Sapien za, Jr. on his excellent RQIII character sheets.  „„  3) Ó  The  interaction of the old Charisma  enhanc ing rules, character histories, etc. should give you a rough idea of how  much  glory  is appropriate. For backtracking,  just  give  a "fair" amount or roll on 2d6 * 1,000.  „„  4) Ó  In  his rules, as I have heard,  Greg  Stafford had  people  build will up by adventuring in  the  mundane  world and  by  reaching various semi-mundane goals  (e.g.  rune  status, etc.).  They  then  spent the will gained  in  the  mundane  world when they ventured into the mythic world.  „„  I assume that one grows into a racial amount of  WILL, and  maxes  it  out  as a successful  adventurer  (e.g.  base  WILL starts as 3d6 but is 18 by the time it is used for play).  „„  5) Ó  "Taking  spells  or  skills as a  member  of  a cult" means joining a cult and learning special cult skills or  spells not  otherwise  available.  Normal training,  unbound  by  mythic constraints or limits, does not apply nor cost will.  „„  6) Ó  Yes,   every  permanent  mythic   or   heroic benefit reduces WILL.  „„  7) Ó  Ancient  cultures  have  had  some   amazing boom  and  bust  times in population. Ancient  Egypt  had  up  to 30+ million inhabitants. In one period of sharp decline, only  90 to  100 years showed a drop from 30+ to 15-. The high  was  32 or so million, the low about 2 million.  „„  8) Ó  For  starting  will in Shattered  Norns  I  sub tract  6  points from 24 for each birth rune to get  Will.  Humans thus  start  with 18 (24 minus 1*6), elves, trolls, dwarves,  et  al. start  with  12  (24 minus 2*6), beast/lunar/chaos would  be  6  as would beast/man/chaos for scorpion men (24 minus 3*6).  „„  Godlings  (weaker immortals) usually have a  base  will between  2d3  and  2d6  with additions  for  presence  and  glory. Drepnir  would have a base of 12 (two runes, beast  and  infinity) with additions for presence and glory.  ®®! COMMENTS ON STEVE MAURER'S SYSTEM FORWARD Ú    ð9p5  Œ „„  My  system is also not official. However, unlike  Greg Stafford, I came into the concept of the heroquest from a different perspective than Joseph Campbell's writing. Greg is a  confirmed Cambellite/shamanist.  „„  One can find Greg's initial version of heroquest reflect ed  in  the three heroquest boardgames: Red Moon,  White  Bear, Prax, Masters of Luck and Death.  „„  In these a man had one rune (man). A hero usually had two runes (man and mastery). A superhero had three runes (man, Special  [the  superhero's  rune, such as  Death  for  Harreck  and Harmony  for  the  Razoress]  and  infinity  [replacing  mastery]). Gods had the other runes.  „„  A  character progressed by first mastering  himself  and then  by transcending to the infinite. (First the rune  MASTERY, then  the  rune  INFINITY).  Superheros  could  be  obtained  by players  by  alliance, building one through heroic acts  or  by  re creating one of the sundered (super)heros.  „„  Recreation  of  a superhero was done by  gathering  the grisly portions of a superhero (such as Tada) and re-uniting  them properly at one of the proper rune sites. One could even  recreate or birth a god this way (such as the Lunar Goddess).  „„  Note  that  Greg's  system had lots  of  the  old  mythic stuff. The five wounds of death, grisly portions, etc. One of  the hardest things to do is to retain the concept of the heroquest while finding mechanics that by-pass many (conflicting) primitive myths and images for the hero trail.  „„  In  the  old  way,  two  paths  were  open  to  one  who wanted  to  become  a hero: the material and  the  magical.  One either mastered skills (the material world) or one mastered  magic (the  magic/mythic world). These archetypes are reflected by  the warrior and the shaman/magician in our society.  „„  A  runelord  mastered  the material  by  mastering  five skills  to  their  limits  (95%).  (Five  wounds,  five  skills,   five elements,  etc.)  A  runepriest mastered the  magical  by  gaining access to the appropriate rune.  „„  You   can   see   that   the   systems   (RQIII   and   the boardgames)  have problems meshing at this point. Most  charac ters  do  not  "master" their inborn self (the  man  rune)  prior  to trying  for  something else. Instead, they reach a degree  of  mas tery  in  an  applied  Rune,  as they  go  for  some  application  of power. The religious set-up of Dragon Pass encourages this  type of identity (Daka Fal is the only real source for the man rune  and not exactly the leading god for player-characters). SYSTEM RULES  „„  I  do  not have Maurer's success levels.  Instead  I  use difficulty levels which can be tuned to similar math.  ð9p5  ŠTHE HERO PLANE  „„  My  system defines these levels a bit more.  Either  set of  definitions  can be used for most heroquests,  but  directly  re flecting the difficulty in the terrain helps emphasize it.  „„  Hells  have  heavy entropy/chaos  residuals.  They  are energy sinks. Heavens are positive energy locations.  „„  Divine  intervention  points can be manipulated  by  the rune factors (active/operational points) had by the individual  who has sacrificed POW for divine intervention points.  „„  Major  temples  are locations where one may  meet  the god  directly. This means that most Rune Spells can be  regained if  one is willing to travel, on good terms with the hierarchy,  and has a god with easy direct access.  „„  I.e.,  the character goes to a Major temple of  the  god, enter  the  sanctum, and engages in high worship.  High  worship bridges  the  distance  to the god and places the  character  in  the god's presence. The character thus receives the rune magic back.  „„  Of course if the god does not have a major temple, then the  character  will have to wait for the cult's high  holy  day  and persuade  the  heirachy  to  allow a personal  part  in  the  rituals. Smaller gods are more dependent and so the persuasion should be easier.  „„  Magic spells cast before entering the spirit plane should endure.  Magic  cast prior to leaving time is half of  the  prepara tion for the heroquest. RULES BEFORE TIME  „„  I disagree with Maurer. You can change the history  of the  gods. It is just hard. Especially primal history, before  time, when  gods  were  handling the  runes  directly.  Orlanth  slaying Yelm  with Death is a pretty major event. You would have to  go past  the  beginning of time, work your way to that  conflict,  and then face the unshielded death rune.  „„  Should  you try to save Yelm, you might very  well  be one of the many shadows, gleams of light or other veils of  power that  Orlanth  shredded  as he slew Yelm. Each  of  those  was/is someone  who  thought he could transverse time and make  a  dif ference.  None did (Orlanth got them all too -- at the same  time, so to speak).  „„  The  Devil managed to get quite a few  gods,  changing the real time (cf Yelm's other son).  „„  The  closer you follow a god's path, the more any  sig nificant  differences  (as  in  the allocation  and  strength  of  your traits)  chafes. On the God Plane, the one who walks the path,  is the god.  ð9p5  Œ „„  Unknown  paths are hard to leave or change. Where  a great  pattern  (e.g. the lightbringers) has many, many  echos,  an unknown path usually has only one.  „„  Gods  like cult heros who (a) teach the god a  skill,  (b) thereby  hold the skill for the god and thus prevent the  god  from having  to acquire that skill as a part of integration with the  rune. The  god thus controls the skill, may pass the skill on, and  yet  is not forced to spend will on the skill.  „„  I'm  not big on raw actions, which most of this  discus sion seems to be about, but I do think it was well set up. PACTS I  „„  THOSE HOSTILE TO TIME  „„  (a) ˜  creatures destroyed in the great dark and  not restored  by  the great compromise (lots of  dead  and/or  severed gods, the red moon);  „„  (b) Œ  creatures  whom the compromise was  aimed against (chaos demons);  „„  (c) ˜  those  who are antithetical to  cause/effect  or other results of time.  „„  THOSE UNWILLING TO JOIN THE COMPROMISE  „„  (a) ˜  the immortals. To join in time is to  become subject  to  time  and to give up immortality  for  something  else. Some immortals regret their choice, some do not.  „„  (b) Œ  Aracna  Solara's  competitors.  There   were others  who  attempted  to rule/give birth to time.  Not  all  were happy to see the celestial court's goddess make that resurgence.  „„  THOSE UNABLE TO JOIN THE COMPROMISE  „„  (a) ˜  creatures destroyed in the great dark and  not restored  by  the great compromise (lots of  dead  and/or  severed gods, the red moon);  „„  (b) Œ  those    who   were   unable   to   spare    the power/will  to  join,  unwilling  to  be  slaves  to  those  with  the power/will  to  bring  them  into  the  great  compromise.  (Note, immortals  were  automatically  excluded,  mortals  automatically included in time). PACTS II  „„  Pacts  should bind by some combination of word,  trait, power,  will,  self/soul. Many apparent word pacts  also  include some of the other elements, especially if any will is spent to make the  pact  binding.  Note that anytime a god or  spirit  channels  a character  so  as to allow the character direct access to  a  rune  (a common  reason  for  pacts with a godling or great  spirit  who  is  ð9p5 Šoutside  of  time), some sort of pact probably occurs.  If  nothing else,  a trait linkage (even if temporary) occurs, shifting  some  or all of the character's traits. cf Best Friends, Allied Spirits, Fetch. All of these have some level of pacting.  ÄÄ! HEROQUEST, Chapter II INTRODUCTION  „„  This  is  a  game master's essay of  nuts  and  bolts  for determining how much power is gained from heroquests and  how that  power is limited, focused and controlled. This set  of  rules, Heroquest  II, is not for players and I would advise  against  most players reading these rules.  „„  While there are some comments about what a heroquest is  and how such a quest fits into the world, most of this  is  mere window dressing for the rules mongering that this essay supports. BASIC THEORY  „„  Heroquests  are activities beyond the mundane  wherein a  non-mythic creature (a normal, mortal  player-character)  gains access  to  mythic  powers and abilities.  Heroquests  may  occur whenever  a mortal reaches out past the finite and  rational  world and takes part in the infinite and supra-rational world.  „„  However,  specifically  in  the context  of  these  rules, participation  and  gaining power from the heroquest is  what  sets apart those who become heroes from those who are the more run- of-the-mill, usual, adventurers, characters and persons who  make up a world.  „„  By  definition, a heroquest occurs any time a  character reaches  past  the  mundane and normal and  obtains  some  trans- mundane  ability, skill or benefit. Nonetheless, the possession  of trans-mundane  and/or  mythic  power  in  significant  amounts  is what makes a character a hero in game terms.  „„  Mythic  power is defined as the ability to create  causes and  effects  outside of normal physics. For the  purposes  of  the mechanics of these rules, all mythic power is  controlled/accessed /brought-into-play   by  either  (a)  its  specific  rune  or  (b)   the luck/mastery/fate triad of control runes.  „„  This relates back to the basic nature of any reality using runic  identities. The runes are operands (operand: that which  is operated  upon to produce results; to perform/cause) of the  meta system.  „„  By  means  of  magical  links  with  the  operands,  one causes  the  functions open to those operands. In  a  paraphysical sense,  an operand is the lever that allows paraphysical  forces  to accomplish physical results.  ð9p5  Œ „„  Mythic  level and quality type powers and  abilities  are thus  controlled by their specific operands (the runes  that  invoke them)  or  the  controlling causality links  (the  luck/mastery/  fate triad controls causes and effects).  „„  Being  a  hero  is really getting a  handle  or  means  of control  of a facet of the power (effects caused by) a rune.  (This discussion is mere rules basis and can be safely ignored).  „„  The  general  heroquest thus has as its  goal  the  access and  control  of  some  mythic power by  means  of  contact  with control  links  for  the appropriate rune.  Specific  quests  usually lead  to  specific  powers. For more on the  esthetic  and  literary structure  of  quests, see my Drepnirquest example or  the  Hero quest (I) rules.  „„  Reduced   to  game  terms,  the  heroquest  is  a   game method  which  gains  the character special  power  not  normally available or in an amount greater than that normally available.  „„  In  mechanical  rule  oriented terms,  to  gain  a  power from  being  played through a quest, the character  must  do/have the following:  „„  (a) ˜  have  available  or open  operative  rune  fac tors. During the course of the quest, some or all of those open or available  operative rune factors are used/dedicated to  the  access and control of the relevant mythic power the quest is targeted at;  „„  (b) Œ  have available will to spend to alter reality so as to dedicate/link some or all of the available rune factors to  the aspects of the rune's operations that are to be gained by the quest. During  the  quest  the will is spent to purchase  control  over  the rune's manefestation to be expressed by the rune factors spent;  „„  (c) ˜  have   an  appropriate  context   of   structure where  the  rune's  aspect/power is available, the  factors  can  be linked  to same, and will can be applied -- that is, have  the  right quest for the powers desired.  „„  Generally, the above "a, b, c" means that the  character must  have  operative rune factors to apply, will to spend  and  an appropriate quest setting to justify the power that results. BASIC APPLICATION  „„  At  this  point  it is assumed that the  game  master  has available  one  or  more quests for the characters  to  proceed  on. The  characters will have to chose which quests they  want  based on game political, economic, social and power questions (and  the player-characters  own  knowledge of the  potential  rewards  and risks of the quest).  „„  These  rules  do not address the  question  of  designing quests  or of deciding which quests to offer to  the  player-charac ters.  The question addressed herein is how to control,  measure,  ð9p5 Šapply,  and  account  for  the rewards and  powers  gained  in  the quests that the characters pursue.  „„  Quantification, the import and reason for these rules, is important  for game balance, fairness and control. This  is  espe cially  true  when one considers that (at least as far as I  am  con cerned) heroes and superheroes are capable of becoming extreme ly  potent  --  equal  to full scale  game  tokens  in  strategic  level games  -- and that the GM must both make such  power  available and yet not reward the characters too quickly or to arbitrarily.  „„  In  order  to  limit, quantify and  control  quest  results, take the following steps.  „„  First, tally the appropriate rune traits that the characters have. No character should be able to gain power in a rune  where the  character's  rune  trait does not exceed  15.  While  all  rules should bend to appropriate circumstances, this one should be paid a good deal of deference. Characters will rarely have any  opera tive  factors in any runes where the rune trait does not  exceed  15 or more by the time the character qualifies for heroquesting.  „„  Second,  note  the operative rune factors  (rune  factors for   short).   This   is  the  portion  of  the   rune   trait   that   is available/active in the character's persona and life. Gaining  rune factors  is  an important reason for pious observance  of  cult  ties and the major benefit gained from pious observance of cult ties by most heroquesters.  „„  Each  operative  factor  used  (bound  or  focused)  can control  a  form  (manifestation or expression)  of  the  rune  (i.e. some magical power or ability or skill that the rune controls) with up to 9 points of fixed will, 3 points of pooled will, or 1 point  of free will per operative factor.  „„  Fixed  will  has  only  one  expression,  pooled  will  is divided  between  a pool of expressions, free will is  open  to  any use within the rune's context.  „„  (This  is  very  similar  to  Champions  or   Superworld where  fixed  will would be hero points in a  power,  pooled  will would be hero points in a multipower and free will would be hero points in a universal pool).  „„  The  game  rational for this rule is that the  more  fixed the expression of a rune, the less it should take in terms of factors to control, bind, or manifest that expression.  „„  Each point of will can purchase approximately (~) 9  or 10 points of effective power (called "force" in these rules) (rough ly the same as ten points of a superhero power in a comix derived game).  At  a  maximum that is one rune  factor,  9  points  fixed will, 81 to 90 points of force.  „„  You may wish to use different numbers (the low power alternative is to reduce things to powers of three. Thus one factor controls  1 free or 2 pooled or 3 fixed points of will.  Each  point  ð9p5 Œof  will has three points of force. The maximum per  factor  then becomes  9  points  of force). I find that  substantial  amounts  of force points work out better in the long run.  „„  In  a player point type of game, you may require  play ers to spend a character's player points to pay for the force points or  you  may place heroquests outside the structure of  the  player point  system.  When heroquest are outside the  structure  of  the player point system, force gained from will spent is automatically equal to the maximum amount, with reductions for any deviations or failures to reach perfect play. The quality of the results is thus tailored to match the quality of the quest.  „„  I  use a player point system. In my campaign, where  a normal successful adventure session is worth 1 to 3 player points, and where player points apply on heroquests, a successful  hero quest is worth 10 to 30 points -- and a good deal of glory.  Force points are limited to player points spent to purchase them.  „„  Note  that  both  the decision  on  when  characters  are awarded  player  points  and the decision  on  whether  to  require player points will make a significant difference in the way  quests are  conducted and the timing and amount of the  rewards  gained by a quest.  „„  If  the characters receive their points for the quest  after the  quest (and its rewards) are complete, it will greatly effect  the way  quests are run and prepared for vis a vis a world  where  the points  are gained at the conclusion of the conflict portion  of  the quest and can be spent on the benefits.  „„  Excluding  player point considerations from  heroquests makes  the  entire process a good deal easier to manage  from  the number  crunching  side,  but  makes it possible  for  the  GM  to appear  more  arbitrary.  I sometimes  prefer  player  points  and prefer  to  have them earned after the conclusion of the  play  ses sion. Sometimes I prefer to skip all the bookkeeping.  „„  To  illustrate the above basic rules in practice,  suppose a  quest  that  has  as its goal gaining a  weapon  called  the  death sword. This is the death rune, operative as a sword. Gaining the deathsword  at +3d6 damage would require having a  death  rune operative  factor available, going on a quest that shapes  the  rune into that shape, and spending a point of will at the proper time  on the quest. 3d6 ~ 9 points of force.  „„  The  death  sword  is a fixed rune expression  so  up  to nine points of will could be bound to the factor used. Each  point of  will  could  be  used to control up to 9 or  10  force  points  or +3d6.  The limit on a one factor death sword is thus  +27d6  of damage, costing 9 points of will. BASIC APPLICATION II  „„  The  spending  of  both will and  player  points  can  be enhanced  by  being  marred  or  disadvantaged  in  the  taking  of  ð9p5 Špower.  Geas, wounds, etc. all ease the transition to the  transfin ite.  The price in will for gaining a power benefit is paid  on  the net force points.  „„  This particular rule has a strong basis in myths and leg ends.  Many  a  hero loses an eye, sacrifices a limb  or  skill,  or takes  a weakness at the same time a power is gained. This is  an added  level  of  complication  that  works  well  in  player   point systems.  „„  Thus,  if the benefit gained also includes a downside  (a disadvantage,  limit,  weakness, etc.), the value of  the  downside reduces the cost of the benefit to give a lower net cost.  „„  Back  to  the  death sword example.  Assume  that  the path  the  hero took to gain the death sword resulted  in  the  hero going berserk on 15- (in any combat), recover on 8-. This disad vantage, tied to the sword, would allow one point of will to "buy" more force (with less control, greater constraints).  „„  It  is quite possible for a hero to become so  tangled  in disadvantages,  geas,  limits  and vulnerabilities that  the  hero  is unplayable. This tangling has happened to a number of  individu als  in real myths and is an excellent opportunity to "NPC"  some characters.  „„  The  interaction  of the above rules can lead to  a  great deal  of power for both player characters and  non-player  charac ters.  A berserker god with 10 death factors tied to death  sword, (note  that the god also spent 90 points of will), each  factor  con trolling  ~9  points of force (or 90 points x 10 x 1d6/3  points  for +300d6), is extremely dangerous from the sword alone.  Rough ly equal in killing power in combat to a front 150 men wide.  „„  Imagine the impact of the same god with a hrythgr  (the technical  name for a god's cohort or bodyguard/personal  attend ants),  additional abilities, another 12 to 18 rune factors  tied  into the  death  rune,  etc.  It becomes  quite  possible  to  build  truly superheroic  characters  with these rules.  Almost  impossible  to build  them (because of the restraint that will prices  impose),  but not quite.  „„  Also note that the impact of possible force is additional ly mitigated because, at the hero level, rune use is costly in terms of  magic points. Will, factors, force, etc. only mean having  the capacity.  Magic points make the capacity work. (Much  like  an automobile  and gasoline. Once you have the automobile,  it  still takes gas to use it). Power, bound spirits, worshippers and  other sources of magic points remain very important to heros.  „„  One magic point must be spent per 3 force points used. That death sword in the example above, takes 30 magic points for each  30d6 blow made with it. A god finds that kind of  expendi ture easy, receiving many magic points through worship and other sources, mere heroes may not.  ð9p5  ŒSUPERHERO QUESTS  „„  The  big difference between heroes and  superheroes  is that superheroes have access to the infinity rune to boost effective POW, magic points, etc. and to lower the cost of rune use.  „„  The rules for superheros and gods are outside the scope of  this  set of rules. If your heros tangle with a  superhero,  treat the  superhero  on the defense as having infinite  power.  On  the offense,  let  them use powers without having to  account  for  the cost in magic points.  „„  That  is, for the purposes of melee, give the  superhero an infinite supply of magic points and immunity to magic  attacks. Also  give  the superhero freedom from trait factor  limits  in  one skill  (the  one associated with the superhero's  possession  of  the infinity  rune). This is only a rough approximation, but it  allows the use of superheros, allows character heros to beat them (in just the  right circumstances) and does not require additional levels  of game mechanics. TYPICAL QUESTS  „„  Typical  quests  include the trip to  hell,  following  the path  of  the god, seeking direct inspiration, and passing  the  por tals.  The  following  topic discusses all of these  quests  in  their general format and purpose.  „„  The trip to hell. Hell actually has three different  defi nitions.  First,  hell is the place of the  dead/judgment.  Second, hell  is  the entropic dumping ground/mythic sewer  where  chaos slime sinks, renegade gods lurk and the fabric of myth is distorted and  warped.  Third, hell is also defined as the  realm  of  enemy gods. A trip to hell can be to any of these three adventures.  „„  The  first kind of trip to hell -- the visit to the  place  of the dead -- should be one of the first quests any heroquester takes. In Greg Stafford's Glorantha the classic and pre-eminent example is The Lightbringers Quest. Every god's myths will include  such a trip.  „„  The  reason  one makes the first kind of trip  to  hell  is that  the trip to the place of the dead includes a return to the  land of the living. The important benefit of this visit and return is  the gaining of a back door to death by gaining the ability to return  as one did in the quest. In addition, such a quest usually allows  one to meet the god when the god was still readily accessible and  was giving gifts. (Most gods visited hell a long time ago).  „„  Mechanically,  one who has been to hell  and  returned, may  (if they have paid the price in will, blood and power),  upon being  killed, proceed to the realm of the dead/judgment and  then follow the same path out into the mortal world as they did on  the quest.  Being  able to come back from the dead  is  an  important trick for a hero.  ð9p5  Š „„  The Lightbringers Quest is a great example of this  kind of  quest  because  of the vast number of  runic  associations  who may  find a place on the quest and the complexity and  fulness  of the  quest elements. In addition, most of the quest may be  safely run  on the mundane plane (acquiring glory and fame  during  the quest) until the actual decent to hell.  „„  Trips  to hell usually often also have the side  effect  of allowing  the  party to raise someone from the dead with  the  trip (in Lightbringers, one may raise anyone tied to the Fire rune from the dead -- that person taking the place of Yelm on the return).  „„  The  Harrowing  of  Hell  is a  classic  example  of  the second  kind  of hell and its related quest. In this  kind  of  quest, one  descends  into  the  nether  regions  and  raids,  looking   for power,  fame  and glory. If your god did it, you can  follow  that path.  Otherwise  it is a great way to experience risk,  blaze  new paths  and  find  strange  and bizarre  (even  useless)  powers  and rewards.  „„  Many  a character has met the devil or  other  powerful chaos entity on such a quest.  „„  Harrowing  hell is the closest to exploring new  worlds, escaping the usual, and dungeon crawling hack and slash that  one can find in a heroquest setting.  „„  Raiding the Enemy God's Realms, is exciting, diverting and  dangerous,  sometimes  even more so  than  harrowing  hell. Many  heros  try  this  quest, few succeed.  Enemy  gods  are  as dangerous  to  raid  as is your own and the  runic  associations  of their realms may well be very hostile to your own.  „„  Following  the  path  of  the god.  This  is  the  second major  kind  of quest. This is beyond following your  god's  path through  hell  (the  usual way to find a back door  is  to  use  your god's -- if hesh has one), and in the proper sense, is truly  follow ing the god.  „„  This quest is following the path that your god took  that made  the  god  famous/relevant/your god.  It  also  involves  the gaining  of one (or more) of the major powers of the god by  fol lowing in the god's footsteps and duplicating the god's acquisition of the power.  „„  For  an  Orlanthi, this sort of quest  would  include  the quest to obtain the Air rune or the quest for Orlanth's spear.  For a  Humakti,  this  is the quest for the death sword.  For  a  Storm Bull it is gaining the berserkergang. Etc.  „„  These  are the straight forward questing for power  that most  players  currently think of when they  think  of  heroquests. Many  would  be  heroes go on these quests  first  --  even  before finding a back door. (Note that Orlanth cleverly fits his worship ers  into a pattern that leads them to the back door in  the  context of the cult's premier major quest pattern).  ð9p5  Œ „„  Seeking  direct inspiration. This encompasses the  visit to  the  god  (via the heroquest rather than through  the  use  of  a major  temple  and/or the sacred time) (used to become  a  sainted hero) and other quests seeking (direct) access to a rune.  „„  Meeting  the  god allows a number  of  direct  benefits, including possible direct contact with the rune. It always involves gift  giving and challenges. For the inner members of a  religion, the steps and elements of this quest should be well known.  „„  The  alternative  to visiting a god, the  quest  for  direct access  to a rune without a god, always allows direct contact  with the  rune,  even if it does not result in gift giving  and  challenges from a god.  „„  Once  a hero has direct access to a rune, the  hero  may express factors and spend will related to that rune by returning  to the  site  of  the direct access rather than  engaging  in  derivative quests. This is often (though not necessarily) safer, more flexible and more direct. It is a source of immense flexibility and  benefit to  a  hero. A hero who intends to progress  quickly  beyond  the beginning hero stage needs direct access to a rune.  „„  Direct contact with a rune allows a hero to  reformulate the  way  factors  are  expressed in a  manner  different  from  the patterns a quest might allow (e.g. all death swords gained via  the lion  god/berserk have the penalty/marring/disability  of  inducing the  berserk  rage  whenever  one  is  in  combat.  Death  swords gained/ altered/shifted by direct access to the rune do not  require that  limit).  This  grants  a hero a great  deal  of  flexibility  and creativity in finding a new expression of the rune and in  building the hero's own path and powers.  „„  There  is  a down side of sorts. Direct  contact  always shifts  personality traits toward the direction favored by the  rune. (Most runes have between one and five personality traits that they affect.)  „„  For  reference,  here are the common trait  pairs.  The Fertility/Life Rune might affect the following four pairs: *Chaste......./.....Lustful (toward lustful) Energetic..../.....Lazy *Forgiving..../.....Vengeful (toward forgiving) *Generous...../.....Selfish (toward generous) Honest......./.....Deceitful Just........./.....Arbitrary *Merciful...../.....Cruel (toward merciful) Modest......./.....Proud Pious......../.....Worldly Temperate..../.....Indulgent Trusting...../.....Suspicious Valorous...../.....Cowardly  „„  A  goddess  with the Life/Fertility Rune  (e.g.  Chalana Arroy)  would have the same trait pairs as the rune in addition  to one  to four pairs that the goddess developed as important on  her  ð9p5 Šown.  A total of five of these pairs would apply to  her  worship pers.  „„  Direct  contact with runes can shift personality traits  to the 20/0 limit or beyond, severing the opposing trait.  „„  Direct  contact  also consumes real  time.  While  most heroquests  are  only  tenuously  related to  real  time,  and  while many  can avoid consuming any significant amounts of real  time, during periods of direct contact, real time passes. Generally,  run at least one week per point of will expended.  „„  Passing  the  portals.  This is the  final  form  of  quest where one passes into the secret ways, gains access to the  hidden powers,  and touches the infinity rune. All of these  may  happen in  this kind of quest. It is also a part of the Superhero  Quest  or transfiguration.  The  "portals"  are  the  entry  to  the  unknown beyond figuratively referred to here. AFTERWORD  „„  This  system  uses  mechanics that  allow  for  balance, quirks,  marring and the full panoply of everything ever seen in  a myth.  While characters can (and probably will) gain  powers  in almost every conceivable fashion, this set of underlying rules will control and balance the characters.  „„  With these rules you have consistent, complete  control over  characters regardless of the campaign or the myths. At  the same time, unlimited power is available, just difficult to  achieve. Anything in any fantasy novel or boardgame can become a part of your campaign through these rules.  „„  The simulation of extremely strong mythic characters is possible  and  such  characters are available in  this  system.  For example,  Arkat  Humaktson,  the great  heroquester  can  be  run using  these rules. Arkat merely used local heroquest patterns  to change the powers and abilities he had to match his needs.  (Note he  slowly  gained in net power, often changed powers,  race  and religion). DESIGNER NOTES  „„  Working  on  the concept of  heroquesting  is  difficult. There  are  so  many myths, texts, beliefs  and  patterns.  Eliade, Campbell,  Fraizer and the rest wrote literally hundreds  of  thou sands of words and scores of books.  „„  It  is easy to become caught up in an undigested  collec tion of mythic elements that resist the effort to create rules.  The undigested  process  resembles more a card  game  than  anything else.  „„  For traditional role playing games, the solution I  found was  to  create a set of rules that allowed for  everything  to  arise  ð9p5 Œthat is found in the myths -- but that did not track the elements  of any  one group of myths. I believe the alternative is to  place  the mythic  forms into board or card game type structures. Note  that I  suspect that a card game or dungeon tile sort of game based  on heroquesting  would  make a great party activity and would  be  a solid commercial success.  „„  With these rules, as a result designing rules that  "made possible" rather than followed myths, these rules have many  little items  rather than a few "big archetype" rules. E.g. the  rules  do not  have  a list of great flaws and a list of powers for  each  great flaw. Instead, there are powers and it is possible (not inherent) to flaw  them. The key to these rules is not in finding the  few  least common  denominators,  but instead in finding  and  including  as many of the simplest elements possible.  ÄÄ! HEROQUEST Chapter III  §§! (Miscellaneous Comments)  ùù! (Version 2.1) PREFACE  „„  These rules are not in any way official or authorized by any game company.  „„  This  essay is Copyright 1991 Stephen R.  Marsh,  with all rights reserved, and permission to copy for personal non-profit use  hereby  granted as long as this copyright  notice  is  properly incorporated in the text.  „„  Any magazine (especially Tales of the Reaching  Moon) is  welcome to use this, and any other essay in this series,  as  the basis  for discussion of the major elements that make up  rules  or to publish extracts from this, and any other essay in this series.  „„  Given  how  busy  I've  been,  any  person  desiring  to publish, extract and/or edit any of this essay series is given  leave to  do  so  without  final approval  or  review  from  me.  Editors (especially David Hall) are given full leave and permission to edit and  publish in any format (including 16 point reduced line  print er). INTRODUCTION  „„  This essay consists of miscellaneous comments, most of which  are  specific to my particular set of rules.  Many  are  not related to heroquesting. é. ¤„  THE PLANES  „„  The God Plane would destroy most characters. It is the real  mythic reality, a realm of great force and  difficulty.  While changes made there are more permanent, it is impossible for non- gods to do much.  ð9p5  Š „„  One  step  removed  from the God Plane is  an  area  of strong  mythic  energy  where  characters  can  participate  in  the mythic  acts without being consumed by them. This is  the  Hero Plane.  „„  Note  the general change in difficulty for acting on  the various planes. I. ö„  COMBAT  „„  I  run  combat  in pulses. There  are  three  seconds  to each  pulse, six strike ranks to a second (or eighteen  strike  ranks to a pulse).  „„  A  character  may  act for as many times  as  the  strike ranks  allow  (this allows all weapons to be used like  RQ  missile weapons).  „„  Actions may be rushed, delayed and focused. One may also push.  „„  Rushing  is  when one rushes an opponent.  It  reduces the SRs created by distance by 1 for every 10% added to  target's chance to hit the rusher.  „„  Order of hitting remains the same (the SRs are  reduced for both rusher and target). Common examples of rushing  would include  a  person with a knife who is unable to  close  and  attack inside of the SRs allowed in a pulse.  „„  Rushing  may  also  trade off your chance  to  hit  your opponent for reduced SRs at the rate of -10% to chance to hit  for every SR reduced.  „„  Delaying  subtracts  5%  and 1  SR  to  the  opponent's chance  to  hit  for every 15% and 1 SR  delayed.  (--  the  melee equivalent of a fighting withdrawal).  „„  Focusing  adds  5%  to the waiter's  chance  to  hit  for every SR waited.  „„  Pushing combat does not change the SRs. However,  it does  increase  both  the  chance to hit and the  chance  to  be  hit evenly.  E.g.  Assume  both fighters in a melee are  50%  to  hit, 50%  to  parry.  Under my unmodified rules they'll  have  a  0% chance to hit if they do not push.  „„  Which  is  right. If you are of equal skill and  of  good parrying/blocking  ability,  you  will  neither hit nor  be  hit  in  a sparring  match  unless you increase the level of risk  by  pushing things.  „„  Pushing  is  common in more  advanced  fighters.  For general  purposes  I assume that all fighters  push  50%.  (Which means  that  in  a normal melee, combat is a {skill  +  d100}%  - {100%  less  50% pushing} or d100% +  rather than d100% + ). ð9p5  Œ  „„  You  may wish to allow pushing for  other  skills/situa tions and to limit pushing to the skill had (thus an individual  with skill 30 could only push to 30). I do not. II. ¯„  GODS & TRAITS A. ¤„  The list I've given on trait relationships is my  tentative one for Glorantha. I've divorced it from Glorantha in my  exam ples to avoid treading on anyone's toes.  „„  One might better call Rune Traits "Rune Potentials."  „„  In  a percentile system, the potential *10% is  the  skill limit  on the skill. Given that the limit can be the rune or  one  of the control runes (mastery/luck/fate), the practical limit is  gener ally around 200%. B. ¸„  Satisfying the Examiners.  „„  "Satisfying  the  Examiners"  is  always  an  interesting time  in  a  FRPG. All of a character's  career,  adventuring  and future goes on the line for one toss of the dice.  „„  There  is  an alternate that allows for  more  forecasting and less reliance on raw dice rolls.  „„  Each  god  has  five traits that connect  the  god  to  the worshipers.  When the worshiper's five appropriate traits  are  at 15  or above, the god receives the magic points given  in  worship at  100%. For each trait below 15, reduce the efficiency by  20% (so that with no traits at 15, no effective worship is received).  „„  ["Waste" magic points can be used locally, to strength en  the channel and for a number of other matters -- they  just  do not flow naturally to the god.]  „„  Satisfying  the  examiners  should  come  down  to   the following: 1) Ó„  does  the candidate have the proper  physical  require ments  (the five skills at 95%, the minimum power  requirements, etc.)? 2) Ó„  does  the candidate have the proper background  in  the group  (the background knowledge, tithes paid, service  rendered, etc.)? 3) Ó„  does the candidate have the right spirit inside them  (the proper traits)?  „„  When  the total of the parts of the three areas  passes  a certain  threshold, the examiners should accept the  candidate.  If the  total  falls  below a certain level,  rejection  should  be  fairly likely.  Chance  should only come into play when a  character  is presented prior to being fully qualified. ð9p5  Š  „„  In addition, a candidate that has the right traits and that comes  close  to  the  god should receive a  slight  amount  of  the divine power and presence beyond the "regular."  „„  For  a list of Gloranthan Gods & their  traits/potentials, see David Dunham's excellent lists. C. ¬„  Misc. Matters  „„  Generally,  Dark overcomes Air, completing  the  ele mental pentagram. "Of course" Orlanth overcame Dark, but then Orlanth obtained weapons made of fire (his spear).  „„  Melds, derivatives, etc. are important for a  conceptual understanding of runes. They can be ignored otherwise.  „„  Rune  Factors are usually gained by  cult  membership. A  rune factor used to gain a mastery over a  particular  heroquest reward can be freed by giving up the power/ability, etc. tied to or controlled by the factor. III. h„  WIZARDRY  „„  These  are rules notes covering a limited portion of  my house  rules  and  an  additional form of magic.  This  is  only  a sketch of a part of the rules covering wizardry.  „„  Wizardry is a school of magic found in Shattered Norns that  is  related to the speaking of elemental languages  of  power. Each  school  of wizardry has a language, a  form  of  incantation (the  speaking  of  the language for magical  effect),  a  patron  (a leman of one of the Norns), and an affiliate race.  „„  Most  human  wizards (and  several  other  magic-using endeavors)  use a form of magical matrix known as a spirit  shirt. Wizards  were the first to use them and spirit shirts are  generally thought of in connection with Wizards in Shattered Norns. Spirit Shirts  „„  background  „„  Most wizards use spirit shirts, also known as  Elovare's gift.  With a spirit shirt a man can work wizardry like one of  the high kindreds. A spirit shirt has power bound into it and can also (with  the  use  of magically enchanted threads)  be  used  to  bind spirits.  „„  The  basic  spirit  shirt  is made of  sea  silk  and  often heavily embroidered. It covers an area about the size of a  man's long  sleeve dress shirt. To be effective it must contact a  signifi cant amount of bare skin and the potential five elements. Wizards are often conspicuous in bad weather for being protected from the rain or snow by nothing but a fancy shirt. .cb ð9p5  Œ „„  The  spirit  shirt is usually the gift of choice to  an  ap prentice wizard at first initiation. The point of power and will  to initialize the shirt must come from the recipient, the cost is  usual ly repaid by the apprenticeship and the ritual is performed by  the master.  „„  Certain  races do not need spirit shirts. The  high  kin dreds  and the couranth are natural magic workers. The Tiev  are burned  by the touch of the living enchanted silk (d3/sr). The  fey folk  can choose to become magically attuned (and  vulnerable  to x2 damage from iron), thus not needing spirit shirts.  „„  Magically  attuned  fey  folk  have  the  benefit  of  not needing to be exposed to the five elements to work magic without penalties.  „„  mechanics  „„  A  spirit  shirt extends the basic range of spells  from  a the  "touch" range of one tenth of charisma (in meters) to a  range equal to charisma (in meters). Charisma is determined by  (POW +  APP)/2  if Appearance and not Charisma is used in  the  cam paign.  „„  [In  Shattered  Norns, all spells  have  sharply  reduced ranges that are brought up to around the normal RUNEQUESTIII ranges by the wearing of a spirit shirt,]  „„  Spell  durations are doubled and the basic spell  cost  is divided by a factor of five for a wearer of a spirit shirt.  „„  A  spirit  shirt  adds  the POW bound  into  it  into  any POW v. POW struggle involving the wearer and has magic points equal   to  POW  (the  shirt  is  similar  to  a  shaman's  fetch   in practice).  „„  A  spirit shirt is a personalized magical matrix that  can be used by another only if freely given and renamed by the giver. It  is  an extremely rare gift and most wizards are buried  in  their shirts. Basics of Wizardry  „„  Wizardry  is  practiced  by  learning  the  relevant  lan guage, being dedicated the correct patron, being familiar with  the element, and taking the affiliate race as a totem.  „„  chart of basics Element // Incantation // Patron // Affiliate Race Air//aeromancy//Nial the adroit/Arens the Hunter//Eagles/Roc Water//okeomancy//L'neara/Orman Ts'goth//sidh rishae Earth//geomancy//Azeal/Kazedan the Stunted//Condors Fire//pyromancy//Haran/Wakanda the Sun Spirit//Phoenix Dark/skotomancy//Adeth/Neth Hadeth Reaver//Halcyon  ð9p5  Š „„  description of spell elements  „„  Spells  are words made from magically  resonate  word fragments (roughly equivalent to consonants).  „„  Each  spell consists of a number of fragments  equal  to (spell  percentage/10). The spell is cast by bringing the  name  to the  center  of  the  mind (a specific  mental  state),  speaking  the word, and then releasing the spell with the proper hand gestures.  „„  Each  fragment  takes  a strike  rank  to  properly  pro nounce  less  one strike rank for every 20%  of  incantation  skill. Thus  a 9 fragment spell would take 9 strike ranks  to  pronounce, less  one  strike  rank per 20% of skill (so with  a  skill  of  100% there would be a five strike rank reduction in time).  „„  A  wizardling  has  an  incantation  skill  equal  to   his knowledge  of  the specific language of power.  She  casts  spells using the following formula: Base chance of success = Incantation skill +10% per extra strike rank spent pronouncing the spell -10% for each strike rank omitted pronouncing the spell -xx%  (a percentage equal to the difficulty of factors that  go  into the spell). (See the discussion below). Base range = .1 meters x charisma <(POW + APP)/2>  „„  1 meter x charisma with spirit shirt. Base cost in magic points = %tiles of difficulty  „„  1 magic point/5%tiles of difficulty with spirit shirt. Degrees of Difficulty  „„  The following are the degrees of difficulty for the basic attributes of the various elements: 5% ^„  Feel/Emotion 10% ô„  Appearance/Illusion 15% ô„  Intuitive Attribute 20% ô„  Substance 25% ô„  Overt Attribute 30% ô„  Overt Emotion 35% ô„  Extension 40% ô„  Intensification 45% ô„  Shaping 50% ô„  Transposition 55% ô„  Animation 60% ô„  Meshing 65% ô„  Invocation 70% ô„  Quell 75% ô„  Retain 80% ô„  Banish ð9p5  Œ85% ô„  Bind 90% ô„  Hold/Enchant 95% ô„  Force 100% Š„  Reverse 105% Š„  Birth/Enchant 110% Š„  Countering Spell Families Seidh (Dark Magics)  „„  Shaed (Air Magics)  „„  Goefa (Water Magics)  „„  Gipta (Earth Magics)  „„  Waeil (Fire Magics)  „„  Waeil is set out somewhat to provide an example. It  is titled  with the name of the magic, the language (both  the  analog that I use and the proper name), the patron, the allied race and the rote name of the magic.  „„  Waeil  // (Latin/flamespeach) // (Haran) Wakanda  (the Sun Spirit) // Phoenix Kindred // Pyromancy.  „„  The  above was the title. Following are the degrees  of difficulty for fire magics. 5% ^„  The  feel  of the element fire is a joy/warmth  that  en hances  charisma  (the APP attribute). Anyone who  knows  fire speech  to 5% can feel fire at "touch" range. At  5%  complexity one may increase charisma by one size point of feel (+1 to APP).  „„  An  increase  of 5 to APP would be five size  points  of feel (or 5 x 5% = 25% difficulty).  „„  The feel of fire lasts until one is covered by darkness or shadow. 10% ô„  The  illusion/appearance of fire is light. A  volume  of light will illuminate (d6) x (touch range) in area.  „„  For  example,  assume a three was rolled on  a  d6  and assume that the touch range established by charisma (the  average of  POW  and  APP  -- 16 in our example) results in  3  x  163  or 12,000  meters  cubed. In increments of 3 meters x 10m2  that  is 40  ten  meter  lengths  of hallway illuminated  until  the  light  is consumed.  „„  The  lengths  will remain illuminated for d6  hours  per volume (i.e. if the light is laid on "double thick" on a length, then the light will last for 2d6 hours, etc.). 15% ô„  The  intuitive nature of fire is knowledge. Fire can  be used  to discern or to detect magical energy. The  complexity  of  ð9p5 Šthe  detection  and  analysis  is 15% +  5%  per  point  of  power bound into the item.  „„  Thus  an  item  with  3 points of  power  bound  into  it would  require at least 30% of difficulty in the detection  spell  in order to analyze. 20% ô„  The  substance of fire is fire. 20% is the basic level  of difficulty  in  invoking  a  fire  anywhere  within  touch  range  of anything ready to burst into flame (e.g. a prepared fire,  kindling, lighter  fluid, lamp oil). 25% for dry, but not prepared (e.g.  dry fire wood, charcoal). 70% to start metals on fire.  „„  If  a material would not normally sustain a fire the  fire started will go out after 2 SR. 25% ô„  The  overt  attribute of fire is heat.  The  magic  effect using   this  principle  is  to  summon  flame.  Anywhere   within "touch," 1d6 (one size point) worth of elemental fire in the  shape of  flame  appears  and remains for two SR  (doing  1d6  per  SR, armor  protects).  That is twenty-five magic points  (five  with  a spirit shirt), 25% complexity. 30% ô„  The  overt emotion of fire is lust. Lust is an  overpow ering  desire that is incapacitating in its aftermath. A  volume  of lust  has 1d6 points. It lasts for 2SR and then incapacitates  (simi lar  to  befuddle or fear in effect) the target for d4 SR  per  point. (i.e. 1d6 x d4 SR or about one melee round) 35% ô„  The extension factor is the same for all elements. 35% + (X-1)5% for X times to range. Thus, to triple the range (X  = 3)  is to add 35% + 10% or 45% to complexity (and  nine  magic points to cost if using a spirit shirt). 40% ô„  The  intensification factor is the same for all  elements. 40% + (X - 1)5% for +X volumes. Thus three volumes of  heat would  add  40%  +  (3-1)5%  or 50%  to  the  complexity  of  a summon heat spell. It would add 10 magic points to the cost of  a heat spell to summon three volumes instead of one. 45% ô„  The  shaping factor is the same for all elements.  Shap ing  an element requires some of the element, space to shape it  in and  has  a  difficulty factor of 45% + (5%  per  cubic  meter  of substance shaped).  „„  A  shape lasts until the energy is consumed by  attrition (including violent attrition). Shapes have the appearance and  feel of their element.  „„  E.g.  a  wall  of heat. 9 one meter  cubes  (for  a  total energy  of  9d6)  would  have a difficulty of  90%,  a  cost  of  90 magic  points (18 if using a spirit shirt). It would last until it  did 9d6  worth  of  damage,  doing d6 per  turn  in  "damage"  to  the general attritioning environment (more if a rainstorm, etc.  makes contact with it). .cb ð9p5  Œ50% ô„  Complex  Transposition  has the same  factor  for  each element. Transposition turns one volume of raw, mixed elements (approximately  six  kilograms  worth)  into  one  volume  of   the chosen mode of the element.  „„  For  example,  one could turn one size point of  a  man into one volume of charisma (the feel of the element) at 50%  (the difficulty  of  transposition)  + 5% (the difficulty  of  the  feel  of fire).  „„  Use  of  the pure element consumes it.  A  man  turned into  charisma  could waste away by charming  people,  a  woman turned into heat could waste away burning enemies.  „„  This effect can be reversed. 55% ô„  Animated  Shaping  is the same for all  elements.  This allows a wizardling to take volumes of the element and give  them the  power  to  move  freely  or  at  the  wizardling's   command. Unless given intelligence, a shaping will be mindless --  requiring direct command and attention.  „„  The shaping complexity is 5% per cubic meter  shaped, 5% per meter it may move every 5 SR, and a base of 55%.  „„  Thus,   to  animate  three  cubic  meters  at   6   meters movement  every 5 SR would take 55% + 15% (3 cubic  meters) +  30%  (for  movement)  or 100%  complexity  and  100  magic points (or 20 magic points if a spirit shirt is used).  „„  While  the  wizardling concentrates he or  she  will  see what the shaping could see and feel what it could feel,  command ing it to move as they could their own body. When concentration is  released  the  shaping  will wander  at  random  for  d3  melee rounds and then attempt to return to the shaper.  „„  All shapings attrition by contact. 60% ô„  Meshing  with  the  element allows  the  wizardling  to mesh with and pass through barriers made of the specific  element and to move unaffected by the element.  „„  The  complexity is 60% + (5% per size point  meshed) +  (difficulty of meshed mode). Thus for a wizardling of  size  6 to  mesh  with a wall of heat or walk across a  volcano  would  be 60% + 30% + 25% or 115% total complexity.  „„  Meshing lasts until the wizardling decides to unmesh. 65% ô„  Invocation invokes a spirit of the element into a volume of  the element. Volumes of the mode must be prepared  and  the wizardling   must  concentrate.  For  each  volume  the   invoked elemental spirit has 6 points of body or effect.  „„  For  a ten volume elemental spirit of heat it is  65%  + (50% for ten volumes) + (25% for heat) or 140%. The spirit has POW of 3d6 and Int of 2d3.  ð9p5  Š  „„  An invoked elemental can follow one order per point of INT  and  each  order  given requires a  POW  v  POW  check  to impose.  „„  The  elemental  fire spirit in heat  mode,  given  above, would  be  able to do 60 points of damage before it  dissipated  (6 points per volume of size) and would be a fearsome invocation. 70% ô„  Quelling  is the dissolution of wizardry created  by  the weaker  element.  Fire  quells  dark, dark  quells  air,  air  quells earth,  earth quells water, water quells fire. It is a form of  coun terspell.  „„  For  every  5%  of difficulty in  quelling,  10%  of  the weaker  elemental magic is quelled. Thus by using a  quelling  of water,  that 140% difficulty heat elemental in the  above  example could be quelled with a 70% difficulty quelling. 75% ô„  Retaining  an  element  holds  it in  place  for  a  longer period  of time. To retain add 75% to the difficulty plus  5%  per SR  the spell is held. (Note that a spirit shirt doubles the  amount of  time a wizardry spell remains and that all retaining effects  are also doubled/at half price using such a shirt).  „„  Thus  to  hold  an flame spell for an  extra  SR  (two  if using  a spirit shirt) would take 75% + 5% + the  complexity  of the spell retained.  „„  Retention  is  always  a  part of the  spell  as  cast,  not something grafted on later to a spell in progress. 80% ô„  Banishment 85% ô„  Binding elemental spirits 90% ô„  Holding power. 95% ô„  Applied force 100% Š„  Reversing 105% Š„  Rebirth 110% Š„  Countering  „„  The  above portion of the essay is still  incomplete  and parallels  zines in The Wild Hunt published from 1980 to 1982  or so. IV. ]„  ADDITIONAL TRAITS  „„  Serious play indicates that a few more trait pairs  might be a good thing to use. I am collecting possible trait pairs, reduc ing  ones  that duplicate (dominant//passive is about  the  same  as vigorous//slothful), and thinking the total over. ð9p5  Œ  „„  Rune related presence as a part of traits is important  as it affects powers and abilities. V. ¤„  TRAIT PACKAGES  „„  It may be time to settle on some basic trait packages. I have my elemental packages (reflected in the Wizardry rules).  It seems  that RUNEQUEST III generic packages would be the  best starting point, tailored to fit particular pantheons, gods, etc.  „„  David Dunham suggests the following for (Pen)Dragon Pass: DARKNESS ARGAN ARGAR ï ÿ energetic, selfish, honest, indulgent, trusting KYGER LITOR y ÿ vengeful, selfish, cruel, proud, indulgent XIOLA UMBAR * ÿ forgiving, generous, just, merciful, trusting ZORAK ZORAN  ÿ valorous,  vengeful, arbitrary,  cruel,  indul gent EARTH PANTHEON ALDRYA „ ÿ modest, suspicious, lustful, pious, valorous ASRELIA „ ÿ selfish, deceitful, temperate, worldly, modest BARBEESTER  GOR energetic, vengeful, valorous, cruel  suspi cious  „„  David has more (all the pantheons completely charted). VI. ]„  ANSWERS TO COMMON QUESTIONS  „„  "What about Masters of Luck and Death?"  „„  Masters  of  Luck  and Death. I've  seen  artwork  and advertisements  for it. I've seen comments on the game and  I've seen  the promises for it to be commercially distributed. While  it may  not be for sale (and appears never to have been for  sale),  I have  good  reason to believe that playable versions  of  the  game exist.  „„  "Should it be Lunar Elementals or Moon Elementals?"  „„  Cults  of  Prax, page 39 states "source of the  Lunes  of the pantheon." Page 43 "summon small lune." "Lunes are Lunar elementals."  „„  My campaign does not have Moon as an element. Note that Moon or Lunar is outside of the classic Gloranthan  elemental pentagram.  „„  "Can  Trait  Packages  be  used  for  Religious   Virtue Packages?"  „„  YES!!! Trait packages are =~ religious virtue tables.  „„  "3d6 really isn't the same as d100% or d20 is it?"  ð9p5  Š „„  %tage  and  d20 systems are linear.  3d6  systems  are bell curved (normal). In many ways the systems differ. A 1 on a 20  is not the same as a 3 on 3d6. The one is 1/20. The other  is 1/218.  „„  However,   the  systems  are   remarkably   translatable because  of  the presence of flattening factors. A +4  sword  flat tens the normal curve.  „„  Also,  in  my  personal system, I  equate  cautious  ap proaches   with  increased  normalization  of  results,   aggressive approaches with increased flatness.  „„  E.g. berserks would roll d20, normal fighters 2d10 and cautious  men  at  arms  3d6. On a 1 and  20  klutz/critical  hit  a berserk  has an unusual result one in ten times. A normal  fighter one  in 100 times. A man-at-arms never (he never rolls less  than 3 or more than 18).  „„  You  can  approximate  these  factors  at  almost  every level. d6/2d3/3d2; d12/2d6/3d4; d20/2d10/3d6;  d30/2d15/3d10; d50/2d25/ 3d12; d100/2d50/3d30; etc. With a calculator or more flexible  dice  it  is  possible to hit the factors  right  on  the  nose rather than using convenient approximizations.  „„  "Isn't Drepnirquest hard to begin?"  „„  [Drepnirquest is a sample heroquest.]  „„  Well, the two usual ways to begin Drepnirquest are: (a) ˜„  find  an  excuse  to  be admitted  as  a  lay  member  of Yelmalio.  Easy  ones  are  serving as a  scout  for  a  mercenary Yelmalio company, seeking special training, and being in Sunland during a holy festival or celebration. (b) Œ„  get  involved in the yearly or great (7th) year  contests. This is easy, just dangerous.  „„  "Can't   people  in  most  religions  touch  the   infinite without a heroquest?"  „„  YES!!!  In most religious systems, mortals  "take  part in  the infinite and supra-rational world" by means of sacred  time rituals. That is the entire point of most sacraments.  „„  But to touch the infinite and bring back power useful in a game setting -- now that takes a heroquest.  „„  In any properly run experienced campaign, force points are unnecessary as the play run will controll force, player  points, will, rune factors and the like. However, player points and  force points are a useful concept when beginning a heroquest  campaign if no skilled and heroquest experienced GM is available.  „„  "Can   you   just  use  WILL/glory  and   forget   about force/player points?" ð9p5  Œ  „„  YES!! Note that fixed, pooled and free expressions  of runes  differ  by  how  much  flexibility  vs  power  each   offers. (Fixed provides maximum power and minimum flexibility.  „„  Free   provides   maximum  flexibility   and   minimum power.)  „„  Feel free to vary the amount of WILL a character starts with and the amount of WILL available from various activities  to provide more (or less) will to play with.  „„  "Do mundane activities lead to losses of WILL,  Spirit, etc.?"  „„  Not usually, except that in a player point campaign any and  all  character improvements (e.g. training up 5%  in  a  skill, rune magic, etc.) cost player points.  „„  "Who were the Red Goddess' parents?"  „„  I  never  thought  about who  had  that  stillborn  child. Probably  a child of the Earth fathered by Chaos or  Disorder?  I don't know. The almost stillborn Blue Moon might give a clue.  „„  "What about Pendragon in Glorantha?"  „„  David   Dunham   runs  a  so-called   Pendragon   Pass campaign.  Pendragon in Glorantha was my initial starting  point for explaining Heroquests in this series of essays.  „„  In  fact,  David Dunham is an excellent authority  on  a number of things Gloranthan and Pendragon.  „„  "Who was the first heroquester?"  „„  Some  say  Gilgamesh, some say "me" (lots  of  people think  they  are the first heroquester), but in  Glorantha,  the  first true   heroquester  was  Orlanth  who  began  the   Lightbringer's Quest. In it he sought to bind a pattern of power to his need. He duplicated this feat when he tried to create the new god.  „„  Amoung  mortals,  Arkat was the first to  heroquest  as the  heroquest  (rather than as ritual, etc.). He  saw  the  patterns and the ways and conceptually put it together.  „„  In   addition,  the  God  Learners  combined   agressive heroquesting with hideously irresponsible magic. They  poisoned much.   However,  The  "mothers"  of  the  Red  Moon   revived heroquesting  from a lull as did Sartar, Harreck and  others.  The hero wars were the natural outcome of this revival.  „„  The  world  was overrun with  individuals  braving  the hero  trail and reopening paths that had been dormant for an  age. The  gods (Orlanth and the old powers versus Yelm and  the  new powers)  brought  it  all to a head with  their  conflict  at  Dragon Pass. ð9p5  Š  „„  "Misc."  Read  Steve  Maurer's  rules.  Reading   and comparing the two sets of rules often helps individuals understand both. AFTERWORD  „„  This  chapter is really a catch-all. The current  draft  is very much a rough and ragged item, filled with spots where more information  and  more writing is needed. It is my  intent  to  use this  essay as a place to answer questions, add notes, include  new or further rules and to update the previous two essays.  „„  That  way I can avoid massive changes in  the  material that  is  in  final circulation form (HEROQUEST  I  and  HERO QUEST II) while still improving and defining that material.  „„  Unfortunately,  while  I had a lull and  some  free  time and energy and I've used them all. This is it for a while.  ¿¿! HEROQUEST Chapter IV March 18, 1991 TALES OF THE REACHING MOON The RuneQuest Magazine 21 Stephenson Court Osborne Street Slough, SL1 1TN England Attn David Hall Dear Dave:  „„  Thank  you for the copies of your fanzine, TALES  OF THE REACHING MOON, The RuneQuest Magazine. It is vital, alive,  and  up  to the writing and  editing  standards  of  Different Worlds  before  that  magazine ceased  production.  Given  time, growth and cash flow, I have no doubt you'll surprise yourself.  „„  I can (and will) gladly recommend you anyone interest ed  in either Runequest, Heroquest or Glorantha. In fact,  I  took the liberty of forwarding the copies you sent me to reviewers  and others I thought might have an interest in what you are doing.  „„  That  is  because  you  are  doing  an  excellent  job  of providing a forum for good Gloranthan materials. I do not  know of  any comparable forum. Looking at Ab Chaos, it appears  that Chaosium  knows of no other comparable forum. You are  prob ably unique in both worlds.  „„  Praise  of  your  publication aside, this letter  is  a  few comments  about  heroquesting,  my  essays  and  some  fans  and authors. ð9p5  Œ  99! ***************some authors*************  „„  First,  in design work, I think it would be hard  to  beat Sandy Petersen, Lawrence Shick and Scott Bennie.  Unfortunate ly, all three currently are employed by computer game companies that  pay them well. However, all three have had some  exposure to  the  concepts  and background  on  heroquesting  --  especially Sandy.  „„  If  you  can't  talk  to  Greg  Stafford,  Sandy  Petersen seems, to me, to be the next best bet, followed by Steve  Maurer. Phil  Davis  is also worth a try if you are in  the  Maryland  area. John  Sapienza, Jr. can not recommend him highly enough.  Phil is currently running heroquests on a steady FRPG basis.   ! **************my essays*****************  „„  Second, my essays are very unformed. What happened is that after years of silence on the topic of Heroquesting, I decid ed  to do a simple Heroquest system for use with  the  Pendragon rules.  Not  enough good things can be said about  Pendragon,  a system  naturally  aligned for heroquesting at every  level.  Most scenario  packs  for  Pendragon contain  multiple  mundane  level heroquests with good examples of branching and complex interac tions.  „„  In  addition, Greg Stafford is going to do the Quest  for the  Holy  Grail,  a central western european  quest  equal  to  the Golden Bough for significance and import.  „„  Anyway, having adopted heroquesting to Pendragon,  I put my essay in The Wild Hunt (also known as TWH), a fanzine I used to participate in. I've gafiated from TWH, but still think  of TWH  fondly.  The  essay  was short, but it  hit  the  basic  spots fairly  well. I did my best to put the core rules into a terse,  short essay.  „„  Then,  over October, December and early January  (the traditional  "slack"  months for American trial lawyers),  I  corre sponded  with  a few people over their comments and  advice.  It seems  that several people had read the essay and had  comments. The  spare time, combined with the feedback I received,  resulted in  the  current  Heroquest I, II and III essays in  the  format  that they now have.  „„  Those  essays are much closer to my own  heroquesting system  and far away from the Pendragon based system I  derived and published in TWH.  „„  In  the  final essays, I owe a great deal  to  both  David Dunham  and  David  Hall for their comments. In  some  ways  I suspect  that David Dunham can be assumed to know more  about the  essays  than I do. His questions and comments made  all  the difference  in the world and pointed out concerns and game  areas that I had completely subsumed or overlooked.  ð9p5  Š €€! ***********answering questions**********  „„  Third,  in answer to some questions and analogies  I've been  shown,  I have the following comments on  the  essays  and what  I  understand  of  Glorantha. It is  not  much  (I  constantly misapprehended  Gloranthan  themes),  but  it is  what  I  have  to offer.  „„  While  the gods are self-modifying code, the  runes  are pretty  stable.  Stability is the point of having runes,  change  the point  in  RQ style gods. With that esoteric point (all  my  essays seem  to  have  one)  out  of the way, I'll  move  on  to  the  most commonly   *??huh??*   sections  of  my  essays  and   the   most common answers I've given to questions about those sections.  „„  That  is,  I'll explain the  derivative,  meld,  co-decant, descender,   etc.  business  better.  (That  is  the  biggest  of   the *??huh??*  points  the  essays seem to  have).  (I'll  also  explain other points).  „„  That  derivative, meld, etc. part was not intended to  be esoteric.   There  are  differences  and  reasons  for  the   names. Conceptually I felt the details to be important.  „„  Note  that  a  sub-rune  that is a  meld  of  one  rune  is probably a co-decant of the other (the words, while describing the same thing, describe a different relationship of the derived rune to the  parent,  as  important the difference in  our  culture  between being  a  parent  with custody of a child or  just  having  visitation rights).  In  pragmatic, game play applications,  this  some  times makes a difference (e.g. STEAM has the WATER bonus vs FIRE even though it comes from both families).  „„  Here is my go at a better explanation. This explanation follows the chart I provided in the essay.  „„  There  is the Rune. (Also called the Primary  Rune  on that Rune's family tree). (e.g. FIRE).  „„  The  Rune  has Aspects. Aspects are direct parts  of  a rune. E.g. FIRE's Aspects are Heat and Light.  „„  The Aspect equivilent of an Aspect is a Descender. For Light that might include Color.  „„  Things   made  from  a  Descender  or  an  Aspect   are Derivatives  (they  are derived). With Fire that is  basically  any thing  that  fits  under  the Fire  Rune,  including  the  appropriate emotion, personality trait(s), etc.  „„  Melds are Derivatives made with the Rune and  another Rune(s) that fall within the domain of the Primary Rune. (Sort of like  children  of  which  the  Primary  Rune  has  custody).   (In Glorantha,  Ice  is  a  Meld of the Cold  Aspect  of  Dark  and  of Water). .cb ð9p5  Œ „„  Co-Decants  are Melds of other Runes. Generally,  the only  Co-Decants on a Rune's chart are major ones that are  close to Aspect level. Steam is a good example of a Co-Decant of Fire, a Meld of Water.  „„  (Or  Ice  as  a Co-Decant of Water, a  Meld  of  Water. Note  that  Fire has an advantage against Ice {as a part  of  Dark} rather  than a weakness vs Ice {as a part of Water}.  The  differ ences  are real and important. The sunlight melts ice  rather  than being overcome by it; steam extinguishes fire).  „„  That  is  what  my  chart attempted  to  portray.  I  had hoped that my picture would be worth a thousand words. It looks like  fewer  than a thousand words were necessary --  but  without the chart.  „„  Next,  let  us  address  skills,  perfection  and   decimal systems.  „„  In  looking at the way my essays address  these  issues, you  should note that I am greatly affected by the  early  RUNE QUEST editions.  „„  Thus my rules refer to skill over 95% as a sort of  limit or cut off point. That is a hold over from the 5% increment stuff. Over  95% = perfection (since 96-00 was always failure,  regard less of skill, 95% was as good as it got). Feel free to modify that to fit the Runequest rules you use.  „„  Next, what about personality traits, rune traits, etc.  „„  It seems that I created some confusion with language. I did not mean to. I had hoped to make things easier to  understand by  using words with parallel applications for the  meanings;  that is, to use the same words for the rune rules as for the  personality rules.  „„  In  a game sense, rune traits (better called "rune  poten tials")  are things that compare in physical terms to the color of  a person's  eyes, the size of their muscles, the speed of their  brain, all of which may or may not have a game impact.  „„  Many  rune  traits  (read "potentials")  never  have  any significant impact on one character and, yet may have  significant impacts on others. Mathematical ability impacts engineers a good deal  differently from chess players or professional boxers. So  it is with (for example) the fertility rune potential of a character.  „„  High rune traits mean the capacity for high rune factors and  for  high related skills. They directly express  magical  rela tionships and limits. In this fashion they become necessary  game mechanics.  For the future, always call Rune Traits Rune  Poten tials.  It  is  a better term and avoids  confusing  Rune  Potentials with Personality Traits.  „„  Rune  factors  point the way a character may  go  when exposed  to heroquest situations. (Kind of like mathmatical  train ð9p5 Šing. Not very relevant to most hack and slash games, it is still an important  factor about someone and relevant in the right  circum stances). Rune factors tell you what the character has available.  „„  In  many campaigns, the GM may wish to keep  all  the personality  traits,  rune potentials and rune factors on his  or  her own records rather than letting the players have exact knowledge. Much of the Heroquest is self discovery.  „„  The   most  common  use  of  potentials  --   calculating maximum skills.  „„  To figure out the maximum skill (e.g. for sex  {courte sa