HEROQUEST
Copyright 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 relationship
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) address issues in heroquesting that are important
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) 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.
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 transmundane
occurs through the formalized pattern of Heroquesting. Especial-
ly 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 en-
deavor.
Physical Locale
Heroquests can take place on any of four levels of reality.
The four levels are:
(a) the Physical or mundane (the "real" world), including
RQIII's areas covered under the Magical Terrain Encounter Table;
(b) 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) the God Time (the real incarnate myths). The area also
has no RQIII encounter tables.
Each of these levels has its advantages and disadvantages 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 reaches 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 participa-
tion. 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.
By following mythic paths (outside of the mundane world and
the shifting Gray zone, time is a matter of location, not causal-
ity), 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 changes
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 destruc-
tion 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
generic name I gave the rune-stars. Each star within a rune
constellation can be thought of as the assembler segments con-
trolled 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-dec-
ants. 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)
|
Magma (co-decant of Earth) (Meld of Fire)
The number of Runes is limited. With the fragments, deriva-
tives, 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 con-
trol, limit or influence same.
In my system, there are the following runes:
(For *'d runes, the just reverse the runes to find the opposi-
tion)
Rune Opposing Rune
Dark Fire
Fire Water
Water Earth
Earth Air
Air Dark
Death Life
Man Plant
Beast Man
Plant Beast
Spirit* Shadow*
Law* Anarchy/Chaos*
Stasis* Change/Movement*
Harmony* Disorder*
Magic* Contrary (Left)*
Mastery Luck
Luck Fate
Fate Mastery
Truth* Illusion*
Infinity* 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 Contraries in
1974. As you could guess, I have extremely deep presuppositions.
Regardless of the system, all (or nearly all) runes are
related to conflicts or opposing runes. These are not necessari-
ly 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).
Basically, in Rune factors (traits) the limit to the charac-
ter's strength in a rune is the character's strength in the
opposing 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 dis-
cretionary 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 unstop-
pable 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 worshippers) 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.
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 Severed (cut off from the rune and all its
skills, spells, etc.)
0 Nominal (normal relationship with the rune)
1 Partial (initiate level contact)
2 Minor (rune lord/priest contact)
4 Major (prime rune, runelord/priest contact)
8 Affiliated (direct tie, hero of controlling god)
16 Aligned (godling, superhero)
32 Embodied (the controlling god. Yelm/Fire,
Humakt/Death, Orlanth/Air)
64 Integrated (god who has become part of the rune
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 circum-
stances, 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 em-
bodied in a character and their life. Factors may never exceed
the trait number.
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 evaluating
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 op-
posite 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. Permanent
changes (for good or will) embody Will. Heroquesting is specifi-
cally 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 Runequest
I, II and III characters can be used directly -- without any
changes -- under this skill system.
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 translates
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/difficul-
ty 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, nonrandom-
ized, task. The result of someone jogging on a track is deter-
mined 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 conditional
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 paniced, 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.
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 difficulties.
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 Wavestalk-
er 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/problem. 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 problems) 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 Helvitia. 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 companion
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 prob-
lem).
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 Waves-
talker 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
(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 transfer-
able 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 charac-
ters under RUNEQUEST.
For d20 and 3d6 systems any number (vs %tile) skill is
multiplied times 5% to get the percentile skill. I.e. a Pendra-
gon 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 distribu-
tions (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 RUNEQUEST
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 diffi-
culty 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 modifiers
(4d100 + skill) minus (400 + difficulty) gives an average result
of (400 - 400), ~ 0 or a 50/50 chance of success. At just d100
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 addi-
tion, 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-cumulative. 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:
Piloting 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 Star-
strider 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 trou-
ble. 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 difficult
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 climbing
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).
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 ar-
rive. 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, nega-
tive 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 transfer-
able 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.
NEXT 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, owner-
ship 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 ex-
perience, 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 limit-
ed by the trait that controlls the skill (as above), the presence
in the related rune (+1/10% to maximum for every point of pres-
ence), 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 encount-
ers and reality. Traits also define the character's personality
elements 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.
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 associa-
tion, 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 charac-
ter sacrafices points of POW for Rune Magic, a character sacra-
fices 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 Hero-
quests (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 character 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 1-8
2 5-16 9-64
3 17-64 65-512
4 65-256 513-4096
6 256-1024 4097-32,768
7 1025-4096 32,769-262,144
Reducing runic associations will free up the Will dedicated
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 <rune level> 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 <rune lord/rune priest, shamen with
fetch, sorcerer with familiar> characters.]
[implied rule: the infinity rune does not give one infinite
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 specially
linked supernatural followers in a fashion similar to superheros.
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 equivalent
of superheros. Their increased body mass substitutes for follow-
ers. Dragons are very, very large.}
[implied rule: there are supernatural equivalents or sub-
stitutes for followers in terms of creating glory, generating
will, 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 <e.g. the lowest level
lightbringer's quest>, 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. Gaining 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
heroquest 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 superhero is a often a separate path than that of
ascending to being a lesser god.
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) No, my version of heroquest is not even close to (to my
knowledge) the version that Greg Stafford is using.
2) I use the trait pairs listed by John T. Sapienza, Jr.
on his excellent RQIII character sheets.
3) The interaction of the old Charisma enhancing 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) 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) "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 con-
straints or limits, does not apply nor cost will.
6) Yes, every permanent mythic or heroic benefit reduces
WILL.
7) Ancient cultures have had some amazing boom and bust
times in population. Ancient Egypt had up to 30+ million inhab-
itants. 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) For starting will in Shattered Norns I subtract 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
My system is also not official. However, unlike Greg Staf-
ford, 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 reflected
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 recreating 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 prop-
erly 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 mas-
tered 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 characters do not "master"
their inborn self (the man rune) prior to trying for something
else. Instead, they reach a degree of mastery 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 diffi-
culty levels which can be tuned to similar math.
THE 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 difference. 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 significant
differences (as in the allocation and strength of your traits)
chafes. On the God Plane, the one who walks the path, is the
god.
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 discussion
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) 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 immor-
tals regret their choice, some do not.
(b) 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) 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
outside 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 Spir-
its, Fetch. All of these have some level of pacting.
HEROQUEST, Chapter II
INTRODUCTION
This is a game master's essay of nuts and bolts for deter-
mining 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, partic-
ipation 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
metasystem.
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 accom-
plish physical results.
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 dis-
cussion 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 Heroquest (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 factors. 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) 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 appro-
priate quest setting to justify the power that results.
BASIC APPLICATION
At this point it is assumed that the game master has avail-
able 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-characters.
The question addressed herein is how to control, measure, apply,
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 extremely
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 alter-
native 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 of 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 players 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 automatical-
ly equal to the maximum amount, with reductions for any devia-
tions 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 heroquest
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 session. 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 power. Geas,
wounds, etc. all ease the transition to the transfinite. 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 disadvan-
tage, 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 characters. A
berserker god with 10 death factors tied to death sword, (note
that the god also spent 90 points of will), each factor control-
ling ~9 points of force (or 90 points x 10 x 1d6/3 points for
+300d6), is extremely dangerous from the sword alone. Roughly
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 additionally
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 expenditure
easy, receiving many magic points through worship and other
sources, mere heroes may not.
SUPERHERO 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 portals.
The following topic discusses all of these quests in their gener-
al format and purpose.
The trip to hell. Hell actually has three different defini-
tions. 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 dis-
torted and warped. Third, hell is also defined as the realm of
enemy gods. A trip to hell can be to any of these three adven-
tures.
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 usual-
ly 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.
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 following 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 acquisi-
tion 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 worshipers into
a pattern that leads them to the back door in the context of the
cult's premier major quest pattern).
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, includ-
ing 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 challeng-
es from a god.
Once a hero has direct access to a rune, the hero may ex-
press 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 build-
ing 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 Fertil-
ity/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 own. A
total of five of these pairs would apply to her worshippers.
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 hero-
quests 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, Camp-
bell, Fraizer and the rest wrote literally hundreds of thousands
of words and scores of books.
It is easy to become caught up in an undigested collection
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
that 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.
HEROQUEST Chapter III
(Miscellaneous Comments)
(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 ser-
ies.
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 printer).
INTRODUCTION
This essay consists of miscellaneous comments, most of which
are specific to my particular set of rules. Many are not related
to heroquesting.
O. 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.
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. 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 wea-
pons).
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 in-
clude 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% + <skill - 50%> rather than d100% + <skill -
100%>).
You may wish to allow pushing for other skills/situations
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
generally 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 strengthen 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) does the candidate have the proper physical requirements
(the five skills at 95%, the minimum power requirements, etc.)?
2) does the candidate have the proper background in the group
(the background knowledge, tithes paid, service rendered, etc.)?
3) 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.
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 elemental
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. 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. Wiz-
ards are often conspicuous in bad weather for being protected
from the rain or snow by nothing but a fancy shirt.
The spirit shirt is usually the gift of choice to an appren-
tice wizard at first initiation. The point of power and will to
initialize the shirt must come from the recipient, the cost is
usually repaid by the apprenticeship and the ritual is performed
by the master.
Certain races do not need spirit shirts. The high kindreds
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 penal-
ties.
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 campaign.
[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 language,
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
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 pronounce 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% Appearance/Illusion
15% Intuitive Attribute
20% Substance
25% Overt Attribute
30% Overt Emotion
35% Extension
40% Intensification
45% Shaping
50% Transposition
55% Animation
60% Meshing
65% Invocation
70% Quell
75% Retain
80% Banish
85% Bind
90% Hold/Enchant
95% Force
100% Reverse
105% Birth/Enchant
110% 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 enhances
charisma (the APP attribute). Anyone who knows firespeech to 5%
can feel fire at "touch" range. At 5% complexity one may in-
crease 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% 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% The intuitive nature of fire is knowledge. Fire can be used
to discern or to detect magical energy. The complexity of the
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% 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, kin-
dling, 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% 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% The overt emotion of fire is lust. Lust is an overpowering
desire that is incapacitating in its aftermath. A volume of lust
has 1d6 points. It lasts for 2SR and then incapacitates (similar
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% 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% 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% The shaping factor is the same for all elements. Shaping 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).
50% Complex Transposition has the same factor for each element.
Transposition turns one volume of raw, mixed elements (approx-
imately 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 diffi-
culty 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% 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, commanding 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% 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) + (diffi-
culty 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% Invocation invokes a spirit of the element into a volume of
the element. Volumes of the mode must be prepared and the wizar-
dling 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.
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% 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
counterspell.
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% 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 someth-
ing grafted on later to a spell in progress.
80% Banishment
85% Binding elemental spirits
90% Holding power.
95% Applied force
100% Reversing
105% Rebirth
110% 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,
reducing ones that duplicate (dominant//passive is about the same
as vigorous//slothful), and thinking the total over.
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 energetic, selfish, honest, indulgent, trusting
KYGER LITOR vengeful, selfish, cruel, proud, indulgent
XIOLA UMBAR forgiving, generous, just, merciful, trusting
ZORAK ZORAN valorous, vengeful, arbitrary, cruel, indulgent
EARTH PANTHEON
ALDRYA modest, suspicious, lustful, pious, valorous
ASRELIA selfish, deceitful, temperate, worldly, modest
BARBEESTER GOR energetic, vengeful, valorous, cruel suspicious
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 advertise-
ments 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 ele-
mentals."
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?"
%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 flattens the
normal curve.
Also, in my personal system, I equate cautious approaches
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 compa-
ny, seeking special training, and being in Sunland during a holy
festival or celebration.
(b) 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 ritu-
als. 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