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 play run will controll force, player points, will, rune factors and the like. However, player points and force points are a useful concept when beginning a heroquest campaign if no skilled and heroquest experienced GM is available. "Can you just use WILL/glory and forget about force/player points?" YES!! Note that fixed, pooled and free expressions of runes differ by how much flexibility vs power each offers. (Fixed provides maximum power and minimum flexibility. Free provides maximum flexibility and minimum power.) Feel free to vary the amount of WILL a character starts with and the amount of WILL available from various activities to provide more (or less) will to play with. "Do mundane activities lead to losses of WILL, Spirit, etc.?" Not usually, except that in a player point campaign any and all character improvements (e.g. training up 5% in a skill, rune magic, etc.) cost player points. "Who were the Red Goddess' parents?" I never thought about who had that stillborn child. Prob- ably a child of the Earth fathered by Chaos or Disorder? I don't know. The almost stillborn Blue Moon might give a clue. "What about Pendragon in Glorantha?" David Dunham runs a so-called Pendragon Pass campaign. Pendragon in Glorantha was my initial starting point for explain- ing Heroquests in this series of essays. In fact, David Dunham is an excellent authority on a number of things Gloranthan and Pendragon. "Who was the first heroquester?" Some say Gilgamesh, some say "me" (lots of people think they are the first heroquester), but in Glorantha, the first true heroquester was Orlanth who began the Lightbringer's Quest. In it he sought to bind a pattern of power to his need. He dupli- cated this feat when he tried to create the new god. Amoung mortals, Arkat was the first to heroquest as the heroquest (rather than as ritual, etc.). He saw the patterns and the ways and conceptually put it together. In addition, the God Learners combined agressive heroquest- ing with hideously irresponsible magic. They poisoned much. However, The "mothers" of the Red Moon revived heroquesting from a lull as did Sartar, Harreck and others. The hero wars were the natural outcome of this revival. The world was overrun with individuals braving the hero trail and reopening paths that had been dormant for an age. The gods (Orlanth and the old powers versus Yelm and the new powers) brought it all to a head with their conflict at Dragon Pass. "Misc." Read Steve Maurer's rules. Reading and comparing the two sets of rules often helps individuals understand both. AFTERWORD This chapter is really a catch-all. The current draft is very much a rough and ragged item, filled with spots where more information and more writing is needed. It is my intent to use this essay as a place to answer questions, add notes, include new or further rules and to update the previous two essays. That way I can avoid massive changes in the material that is in final circulation form (HEROQUEST I and HEROQUEST II) while still improving and defining that material. Unfortunately, while I had a lull and some free time and energy and I've used them all. This is it for a while. HEROQUEST Chapter IV March 18, 1991 TALES OF THE REACHING MOON The RuneQuest Magazine 21 Stephenson Court Osborne Street Slough, SL1 1TN England Attn David Hall Dear Dave: Thank you for the copies of your fanzine, TALES OF THE REACHING MOON, The RuneQuest Magazine. It is vital, alive, and up to the writing and editing standards of Different Worlds before that magazine ceased production. Given time, growth and cash flow, I have no doubt you'll surprise yourself. I can (and will) gladly recommend you anyone interested in either Runequest, Heroquest or Glorantha. In fact, I took the liberty of forwarding the copies you sent me to reviewers and others I thought might have an interest in what you are doing. That is because you are doing an excellent job of providing a forum for good Gloranthan materials. I do not know of any comparable forum. Looking at Ab Chaos, it appears that Chaosium knows of no other comparable forum. You are probably unique in both worlds. Praise of your publication aside, this letter is a few comments about heroquesting, my essays and some fans and authors. ***************some authors************* First, in design work, I think it would be hard to beat Sandy Petersen, Lawrence Shick and Scott Bennie. Unfortunately, all three currently are employed by computer game companies that pay them well. However, all three have had some exposure to the concepts and background on heroquesting -- especially Sandy. If you can't talk to Greg Stafford, Sandy Petersen seems, to me, to be the next best bet, followed by Steve Maurer. Phil Davis is also worth a try if you are in the Maryland area. John Sapienza, Jr. can not recommend him highly enough. Phil is currently running heroquests on a steady FRPG basis. **************my essays***************** Second, my essays are very unformed. What happened is that after years of silence on the topic of Heroquesting, I decided to do a simple Heroquest system for use with the Pendragon rules. Not enough good things can be said about Pendragon, a system naturally aligned for heroquesting at every level. Most scenario packs for Pendragon contain multiple mundane level heroquests with good examples of branching and complex interactions. In addition, Greg Stafford is going to do the Quest for the Holy Grail, a central western european quest equal to the Golden Bough for significance and import. Anyway, having adopted heroquesting to Pendragon, I put my essay in The Wild Hunt (also known as TWH), a fanzine I used to participate in. I've gafiated from TWH, but still think of TWH fondly. The essay was short, but it hit the basic spots fairly well. I did my best to put the core rules into a terse, short essay. Then, over October, December and early January (the tradi- tional "slack" months for American trial lawyers), I corresponded with a few people over their comments and advice. It seems that several people had read the essay and had comments. The spare time, combined with the feedback I received, resulted in the current Heroquest I, II and III essays in the format that they now have. Those essays are much closer to my own heroquesting system and far away from the Pendragon based system I derived and pub- lished in TWH. In the final essays, I owe a great deal to both David Dunham and David Hall for their comments. In some ways I suspect that David Dunham can be assumed to know more about the essays than I do. His questions and comments made all the difference in the world and pointed out concerns and game areas that I had com- pletely subsumed or overlooked. ***********answering questions********** Third, in answer to some questions and analogies I've been shown, I have the following comments on the essays and what I understand of Glorantha. It is not much (I constantly misappre- hended Gloranthan themes), but it is what I have to offer. While the gods are self-modifying code, the runes are pretty stable. Stability is the point of having runes, change the point in RQ style gods. With that esoteric point (all my essays seem to have one) out of the way, I'll move on to the most commonly *??huh??* sections of my essays and the most common answers I've given to questions about those sections. That is, I'll explain the derivative, meld, co-decant, descender, etc. business better. (That is the biggest of the *??huh??* points the essays seem to have). (I'll also explain other points). That derivative, meld, etc. part was not intended to be esoteric. There are differences and reasons for the names. Conceptually I felt the details to be important. Note that a sub-rune that is a meld of one rune is probably a co-decant of the other (the words, while describing the same thing, describe a different relationship of the derived rune to the parent, as important the difference in our culture between being a parent with custody of a child or just having visitation rights). In pragmatic, game play applications, this some times makes a difference (e.g. STEAM has the WATER bonus vs FIRE even though it comes from both families). Here is my go at a better explanation. This explanation follows the chart I provided in the essay. There is the Rune. (Also called the Primary Rune on that Rune's family tree). (e.g. FIRE). The Rune has Aspects. Aspects are direct parts of a rune. E.g. FIRE's Aspects are Heat and Light. The Aspect equivilent of an Aspect is a Descender. For Light that might include Color. Things made from a Descender or an Aspect are Derivatives (they are derived). With Fire that is basically anything that fits under the Fire Rune, including the appropriate emotion, personality trait(s), etc. Melds are Derivatives made with the Rune and another Rune(s) that fall within the domain of the Primary Rune. (Sort of like children of which the Primary Rune has custody). (In Glorantha, Ice is a Meld of the Cold Aspect of Dark and of Water). Co-Decants are Melds of other Runes. Generally, the only Co-Decants on a Rune's chart are major ones that are close to Aspect level. Steam is a good example of a Co-Decant of Fire, a Meld of Water. (Or Ice as a Co-Decant of Water, a Meld of Water. Note that Fire has an advantage against Ice {as a part of Dark} rather than a weakness vs Ice {as a part of Water}. The differences are real and important. The sunlight melts ice rather than being overcome by it; steam extinguishes fire). That is what my chart attempted to portray. I had hoped that my picture would be worth a thousand words. It looks like fewer than a thousand words were necessary -- but without the chart. Next, let us address skills, perfection and decimal systems. In looking at the way my essays address these issues, you should note that I am greatly affected by the early RUNEQUEST editions. Thus my rules refer to skill over 95% as a sort of limit or cut off point. That is a hold over from the 5% increment stuff. Over 95% = perfection (since 96-00 was always failure, regardless of skill, 95% was as good as it got). Feel free to modify that to fit the Runequest rules you use. Next, what about personality traits, rune traits, etc. It seems that I created some confusion with language. I did not mean to. I had hoped to make things easier to understand by using words with parallel applications for the meanings; that is, to use the same words for the rune rules as for the personality rules. In a game sense, rune traits (better called "rune poten- tials") are things that compare in physical terms to the color of a person's eyes, the size of their muscles, the speed of their brain, all of which may or may not have a game impact. Many rune traits (read "potentials") never have any signifi- cant impact on one character and, yet may have significant im- pacts on others. Mathematical ability impacts engineers a good deal differently from chess players or professional boxers. So it is with (for example) the fertility rune potential of a char- acter. High rune traits mean the capacity for high rune factors and for high related skills. They directly express magical relation- ships and limits. In this fashion they become necessary game mechanics. For the future, always call Rune Traits Rune Poten- tials. It is a better term and avoids confusing Rune Potentials with Personality Traits. Rune factors point the way a character may go when exposed to heroquest situations. (Kind of like mathmatical training. Not very relevant to most hack and slash games, it is still an important factor about someone and relevant in the right circum- stances). Rune factors tell you what the character has avail- able. In many campaigns, the GM may wish to keep all the personal- ity traits, rune potentials and rune factors on his or her own records rather than letting the players have exact knowledge. Much of the Heroquest is self discovery. The most common use of potentials -- calculating maximum skills. To figure out the maximum skill (e.g. for sex {courtesan}), take the appropriate rune potential (fertility) and multiply it by 1 (for d6 systems) or by 5 or 10 (for %tile systems). Then you may add the active member of the fate/luck/mastery group. (Note that in a rune triangle only one member can rise above 10, both of the other members limit themselves). Secondary point. Yes, fate/luck/mastery. There are three ways to relate to the world. They are fate, luck and mastery. Priests, Magicians and Fighters seem to follow those runes in that order, though there is no hard and fast connection. Dragon Pass was filled with Mastery oriented heros, the Holy Land with Luck guided questors and the Lunar Empire was often controlled by Fate. Mastery overcomes fate. Fate swallows up luck. Luck conqu- ers mastery. The triangle element of the relationship aside, these runes are master control runes. That is, Mastery (control by self), Luck (control by random forces), Fate (control by outside forces), each dominant results and ability to act in the world. All success or alteration in the world can be attributed to forces working in one of these three paths. In game terms there are three ways to approach this concept. First, you can limit any skill to the maximum of the appro- priate rune potential or the highest control rune potential, whichever is higher. This limits mortals to relatively low skill maximums. In a 5% (potential x 5) system, most mortals will be limited at somewhere between 60 and 95% on most skills -- even with cultic affiliations. Even a 10% system leaves the charac- ters limited. Second, you can add the control rune limit to the rune potential limit (e.g. if Luck was the high rune, and if Luck was 12 and Fertillity was 16, then, in a d6 system, courtesan sex would be limited by a 28 rather than the 12 or the 16). This leads to higher limits. Third, you can use the second method and you can also add the control rune's active factors to all skills. E.g. if Fate had 8 active factors, then all skill use would be at +8 for the results. This bonus would apply only on the mundane plane, with some limited application in the gray zone. Areas outside of time are also outside of Luck, Mastery and Fate to a great extent. Note that many magician and other heroquest/godquest level boardgame units focused heavily on a control rune (e.g. Mastery). It's impact in results could easily explain that focus. The Third option requires strong limits and controls on how control rune factors are activated or made available. However, it does explain the somewhat "universal" abilities heros seem to have on the mundane plane, while being limited on the hero planes. On David Dunham: Important works by David Dunham include his Pendragon Pass rules (running Glorantha as a Pendragon campaign rather than as a RUNEQUEST one) and his Twelve World's campaign. He has some interesting RUNEQUEST Cyberpunk rules, camera ready. If you want a "magic returns," near future setting (and do not want to switch outside of Chaosium products), you can't go far wrong adding RUNEQUEST to TWELVE WORLDS/ DUNHAM CYBERPUNK. On copies and uses of my essays: I have only 31" MS DOS floppies available right now and not much time. I'd prefer not to mail any more floppies out. I won't mail out hard copy. If you can, please copy from a friend. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Anything from my Heroquest essays on a floppy is fair game to copy and distribute in any fashion or method you desire as long as credit is given. You can print the floppy's contents in fanzines, cut out parts and use them for comparisons, make copies of the floppies and pass them around, or make photocopies. I especially want the Heroquest essays passed around and will try to respond, time and my trial schedule permitting, to letters. This license to free copy is extended from this date to February 15, 1992. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Again, feel free to copy from anyone with a floppy or a hard copy of the essays. Note that there are at least 15 different versions of the essays floating about. Some of these are heavily Gloranthanized, some are completely clean. Some are very Pendragon, some are not. Some are RUNEQUEST compatable, some are only in my personal d6 system. I only have the latest versions (clean {i.e. non Gloranthan} ones) on floppy and no hard copies at all. The way to get the early versions and examples is to bum a copy from someone who has it. If you've got a copy (and are that someone), feel free to share it! **************caveat/excuses************ Fourth, the essays are a work in progress. Lots of changes have been made between versions. Also, each essay supplements the one before it. Read the essays in order, looking for answers and for corrections. Many things that look senseless, silly or crocked make sense or are explained in later essays or in this letter. Even this letter has had many versions(!). *********about the competition********** Fifth, anyone and everyone interested in this area of play should get as many different types of heroquest rules as they can find and compare the rules for insights. Steve Mauer has a set, Sandy Petersen has his own rules, I have mine and Chaosium will (some day) have official ones. Phil Davis probably has his own rules and modifications and I think that David Hall is putting together notes on design it yourself heroquest rules. Reading the different rules sheds a great deal of light on what each of the authors is trying to accomplish and what each author means. There is an incredible amount of interesting stuff in the discards, prior versions, mistakes made, and wrong turns that each system went through. The rules bear reading, even the abandoned ones. *************mining the fanzines******** Sixth, there is a surprising amount of old Gloranthan relat- ed materials floating around in old Judges Guild Journals, Quick Quincy Gazettes, The Dungeoneers, The Wild Hunt and Alarums and Excursions. They can be a gold mine and include Uleria cults and all other matter of minutia or divertia. **********misc. inclusions************** Seventh, the Wizardry rules section copied over into the HEROQUEST III essay, exhibits and demonstrates a good deal of analysis of the attributes and characteristics of the particular rune used for the example. My Shattered Norns campaign had extensive use of runes permeating all levels of reality (e.g. each constellation was a runic configuration). If you can find copies of Views from Elaikases Tower, my old personalzine, there is a lot on runes -- much of it ten or more years old. *****the inside information ************ Finally, Chaosium used to keep a Heroquest correspondence file from selected individuals. Anders Swenson said he learned more about Heroquest from reading some of the letters than from a year of play. If you can, get copies of the letter file or talk with people who have read it. **************************************** Thats the best advice I have. Not just to Tales of the Reaching Moon, but to anyone with more interest in Heroquesting. HEROQUEST Chapter V May 3, 1991 Greg Stafford, Publisher CHAOSIUM, INC. 950A 56th Street Oakland, CA 94608-3129 RE: HEROQUEST Dear Greg: Thank you for your letter of April 26, 1991. Reading your letter and talking with Phil Davis, caused me to reflect on some points that have been important to me. First, as much as I hate it as an incurable mini-maxer, I enjoy game play the most when the mechanics are mostly hidden and my knowledge is limited to the same (or less) knowledge had by the average person in the milieu. Not having all the mechanics before the players seems to increase the sense of exploration and wonder that makes FRPGs worthwhile. Second, in running most heroquests, the most important point for me has always been mapping the structure of the myth. The mechanics have always been the least important. However, Third, in presenting the idea of heroquesting to others, the biggest problem/concern/bottleneck for their use of the idea is a lack of concrete mechanics that quantify everything. To make an absolutely horrid comparison, in D&D the largest obstacle to "realistic" adventures was the difficulty the GMs had in quantifying the level of risk and reward. The strongest (only?) thing that dungeon crawling had going for it was the ease of controlling the levels of risk and reward. Dungeon crawling thus became a great success while other types of adventures took years to become widespread. Thus, my essays, wherein I attempt to take a break from esoteric and impossible to understand explanations that work only if you intuitively understand the principals in the first place -- and that have always been an unfortunate trademark of many of my prior essays. I got started on the current essays playing PENDRAGON. Most good scenarios in PENDRAGON are low level, "mundane," heroques- tish things. I decided to write a short set of rules to allow a GM to use PENDRAGON to run heroquests. Then responses came in. The net result of answering ques- tions, putting the answers into concrete "rules" terms, and (of course) adjusting it all to a RUNEQUESTish format is the essays I wrote. As to your criticism of the vocabulary "making people think too much" I'm at a loss of any way to write the essays and commu- nicate on the topic -- so that they make sense to normal people -- that does not involve building a vocabulary, defining all sorts of silly things, and providing easy levels of quanta for the reader. Remember, I'm not communicating with people who grasp myths readily or who understand rituals with an ease born of long experience. I'm writing for people who have played RUNEQUEST, heard about heroquesting, and who are fumbling towards it as best they can. The sort of people who have always found my material incomprehesible because of the lack of vocabulary and defini- tions. I am very much in the throes of a reaction to the problems I have had communicating the idea of heroquesting to others. Only two solutions come to mind. The first is a heroquest tile or card game sort of thing. Somewhat like the quests in SHADOWRUN, except more colorful and mood oriented. (See pages 69 to 73 in the SHADOWRUN Grimoire.) The problem is that such quests depend completely upon the GM's intuition and knowledge to have any more flavor than a game of Bridge. The second solution is a set of rules. The set of rules can either be a work book (a collection of quests, illustrating the points necessary again and again, teaching inductive reasoning from the many examples) or a traditional rules sorts of thing. I've tried the work book approach by running a series of essays and sample quests. I had very few successes in the read- ers understanding enough from the quests to do their own. On the other hand, the rules I've done recently (with the example I provided) tend to get accross enough of the feel that people feel like they can run quests. The real problems are two fold. First, GMs have trouble pulling the steps of a heroquest out of the myth. The rules and the illustrations explain the idea enough that people get the idea. Second, GMs have trouble with the level of difficulty and the degree of reward. As I wrote Joanathan Tweet: "A roleplaying game has to offer four factors: difficulty, challenge, reward and control. That is, the characters must overcome difficulties, the difficulties must challenge the char- acters, the characters must be able to obtain rewards and they need to be able to exert some control (by their actions) over the results. At the lowest level, "dungeon crawling" offers all of these things, in a rather obvious and strict order. For comparison, a game where you go around and make friends would be possible, but would be hard to structure so that it contained the four ele- ments. Compare your hypothetical game with a game where one builds chains of hotels, competes in the computer business, explores the universe to prevent a star from exploding, etc. (all of these are the themes to popular games with minimal hack & slash). I will note that when I was in college, a computer game where you all you did was take actions that controlled taxes and bought grain was a real hit because it offerred all four of the important game factors." The trouble with heroquesting is that other than those who have an intuitive grasp on the subject, no one can run a hero- quest without guides on two things: the "terrain" (what kind of adventure makes a heroquest?) and the "mechanics" (how do you quantify difficulty, challenge, reward and control?) People tend to do one of two things. They "wing" it, pass- ing out rewards, writing myths, and making heros as the mood fits them. If you've played in an unstructured "we don't really need the rules" kind of storytelling campaign, you know what I mean. (co-incidentally, other than an occassional stellar campaign, these games tend to lead to "monty haul" resolutions and disaf- fected players faster than any other type of game). Alternatively, they compulsively seek to expand the rules in the directions they are familiar with. Many of the Mauer con- verts have come as the result of those who tried to "wing" it and failed. They'll take anything rather than repeat free form FRPGs and the usual consequences. I'm at a loss for what to do. I really like good explora- tory myth-based games. To be honest, my interest in many games lasts until I run through the structure of their myths and the last of their mysteries. As a result, I could never get inter- ested in Warhammer or the Giant Robot games and my interest in Superhero style games lasted as long as they were warped into another genere. With heroquesting I've tried a number of approaches. When I can find someone who knows the myths and is a good intuitive storyteller, I enjoy even just reading write-ups of what hap- pened. But I can't teach that and I don't have the heart to tell people who want heroquesting to take that approach. If they could have, they already did. Wish you the best of luck. I think that it may be best to let it sit while you write your novels and let the ideas become reworked in your mind. You'll also get a large number of people who have experienced or run various mechanics and their feedback may be useful once you are centered again. I appreciate your and Chaosium's decision to wait a while before tackling rules for heroquesting. It is always good to see someone in the game world who puts quality first. HEROQUEST, Illustration (Chapter VI) INTRODUCTION Following my rules and examples on how to run Heroquests, I am providing an example of a "classic" (i.e. traditionally organized) heroquest. This heroquest is interlaced with notes, comments and advice/descriptions of how to derive and how to set up a heroquest. After the "classic" format are my notes on what changes, investigations, conceptual alterations and efforts were needed to consider using my new format and rules. I. MYTHIC BACKGROUND [This is the story from which I drew the heroquest.] [All heroquests should start with the myth you want to adapt to a heroquest. You can use either a myth archetype {e.g. quest, revenge, journey, etc.} or a story involving immortals {e.g. gods, godlings, heroes, superheroes, dragons, mythics and undying/ immortal individuals dwelling in the mythic regions <such as the gray zone, heroplane, etc.>}.] [This story is from my own campaign and is modified to fit, albeit with some gaps, the Dragon Pass milieu.] [For more on cults that I adopted from my campaign, see THE SCHOOL OF BRAGASH DIOR, THE SPEAR CULT, and ASANA.] During the great dance [i.e. the time before the intrusion of chaos or death, when the immortals were generally having fun], [this is a prime time for tales that lead to heroquests] the White Princess [the Gloranthan analog to my Nora of the Glacier] sparkled upon the plains of Prax. [Nora may be the same as Greg Stafford's Inora.] That is, The White Princess begins this story as a snow flurry on the plains of Prax. Crossing the plains she saw a great horse, the eight legged drepnir [see below for more comments on drepnir, unicorns, peguses, etc. These are all subsets of the primal horse]. [This marks Nora/Inora's entry into the great conflict and is also the call to adventure]. This horse had been Yelm's and then Yelmalio's and now ran free following the death of Yelm. [This quest reflects a conflict from the godtime. It is often appropriate to start a quest when the lead character of the story notices something resulting from the conflicts of godtime.] That is, The White Princess saw the drepnir. Nora/White Princess danced and strove and followed the eight legged horse across Prax until they reached her glacier fane. There the horse became hers. This is the basic story. The story is fleshed out with the companions Nora met and added as she pursued the drepnir across the plains, the adven- tures and conflicts they had, and [of course] the great struggle to master/ally/gain the eight legged horse. II. THE QUEST STEPS [These are the steps I came up with to make the story into the quest]. A. Gain a vision of the great horse. [the call to adven- ture, a standard heroquest event.] B. Pursue the horse. C. Gain companions. D. The stations of conflict of the quest. 1. Broos; 2. Morokanth; 3. Sungriffins; 4. Lunars; 5. Scorpion Men; E. The final tests. 1. For the companions; 2. For the questor -- the horse. F. Quest ends. III. ADDITIONAL MYTHIC MATTERS [Having put together the steps of the quest, it is time to explain the various conflicts.] [Generally, I start with a basic story that appeals to me. Then I place the general elements of a heroquest against that story. I then flesh the story out to include the conflicts.] The path of conflict that Nora followed as she chased the horse across Prax contains many elements. This should be a chance for a rich variety of feuds, physical laws and other matters to be explained. [All physical reality in Glorantha has a supporting myth. In this story, the reason that snow melts is explained.] [In addition, all modern conflicts, feuds and histories should have roots in various mythic conflicts. It is always good to include a few in every heroquest. This causes quests to explain and illustrate the world to the players and makes quests more than routine manipulation of archetypical patterns.] The first day of her quest she met eight of the twelve to twenty minor snow deities that still attend her as part of her court. [a court is not a pantheon] They were lost and confused, their powers weakened and their places threatened. Nora gath- ered them together into the core of band that even now walks Prax. The great night then began and she encountered chaos upon the plains of Prax. [Like all immortals, The White Princess fought chaos]. [The White Princess is also a friend of grandfa- ther mortal and mankind. Man friends are more important in Shattered Norns than Glorantha, but I thought I might as well keep the distinction here.] Then, the next day, she faced enemies of grandfather mortal [beastrune vs manrune conflict is reprised here] who took advan- tage of the confusion that chaos gave to displace man-kind whenever they could. [Like all immortals, the White Princess fought those who attempted to benefit from chaos]. [This also reprises the Morokanth matter, explaining it in another, pro- man/antibeast fashion not currently native to Prax.] At evening, at sunset, certain of the sungriffins, asserting the power of their father Yelm over all horses and over all life (not only against chaos), struck at her. Thus she learned that within time there would also be conflict [and this is also why the sun melts snow even though the great compromise was reached]. The next conflict had its roots in the conflict between the pure horse vs the beast rider conflict and has been tainted by lunar influences. (Remember, the pure horse peoples were driven from Prax into Dragon Pass) Nora, as a seeker after horses, came into conflict with the beasts. The White Prin- cess, as a chaos hating goddess, also conflicts with Lunar influences. (Remember, Lunar Antelope are related to the Moon Goddess). [Modern matters can corrupt or alter ancient tales, the world of myth and heroquests. This is a natural place to illus- trate that principal. Note that Nora comes down on the side of horses -- again not the current native to Prax thinking.] Then Nora faced a reprise of the chaos left after the devil had been defeated and time created as she fought scorpion men who sought to use her mountains to scale the gates to the sun. [Chaos remains in the world even after the great feat has been done]. [Traditionally, in middle eastern myths, scorpion men served the sun and protected it from evil and chaos. In Glorantha, it appears that the scorpion men went over to chaos and were amoung those seduced into allowing chaos entry. This may have been part of their resposne to Yelm's death. As the steps to the sun begin on the mountains, it is appro- priate that Nora would encounter the chaos that remains in the world as she entered the mountains. This also allows me to reprise these mythic elements.] Then, having pursued the drepnir to her place of power, she prepared for the final challenge by exercising her traits. (I.e. because of her compassion she gave each of the godlings with her a shrine on her glacier). Overcome by her exhibitions and strength, the drepnir became hers. [This also explains that while there is a unicorn tribe, and there are Pegasus flocks, the drepnir does not have a similar tribe or force -- in my version of Glorantha the drepnir allied with a goddess instead of becoming a natural force or allying with a tribe. Drepnir are thus scattered immortals rather than more common beasts.] IV. THE QUEST AS PLAYED OUT [Or how to put this into game mechanics] [What the charac- ters and their players should do.] First, prepare for the quest. This means research into the myths, obtaining useful items, getting a team together and deciding to go for it. [A party should research the myths by many adventures, seekings and some divine intervention. By running into fragments, hints, allegations and clues, they should find enough to decide to seek out the hidden secrets and run the quest.] [From a GM's standpoint, preparing also means determining who can participate, who will be the leader, how the quest will be entered, etc. More details on preparing for the quest are always determined after the quest details are put together.] Cold and darkness worshippers may participate. Second, enter the quest. [Note, this quest dips in and out of the mythic realms. Much of it is conducted on the plains of Prax rather than the heroplane.] A. Gain a vision of the great horse. [This begins the quest.] 1. Complete the Hill of Gold competition for Nora. It was following this series of events that Nora saw the great horse. Anyone who competes for Nora and succeeds, should be able to finish that quest with a vision of this one rather than a return to the mundane world. 2. [alternative method] Be exposed to Yelmalio or Yelm's power (Nora was exposed to the power of the dying sun and that gave her the vision of the white horse). The favored means of seeing Yelmic power, sneak into the Sun Dome Yelmalio Temple for a religious service. B. Pursue the horse. This means head off across Prax toward The White Princess' fane. The lead character follows the vision's tracks across the plain. C. Gain allies. The party joins up. [The "followers" should all be waiting for the lead questor -- generally at a pre-determined point where the tracks of the great horse are known to cross Prax and close to where the character expects to catch the vision.] Each of the companions should take the place of one of the snow deities that attends Nora. [It is not necessary for all the deities to have a character and a character may take more than one. However, a character that doubles up will have to remain true to both godlings.] The names of those deities and their special powers/spells are: 1. Eric Flinteye (Iceglare {blinding} spell) Eric's power is to cause blindness. He has a spirit magic spell with that effect. 2. 'Jorache Longbeard (Hoarfrost//brings water) 'Jorache's power is to bring water as frost. He has a spirit magic spell that brings water. He has nine similar brothers. They are the heart of the water portion of the court. 3. Teraele Smallfoot (Slipice {slipping} spell) Teraele's power is to cause people to slip and fall. She has a spirit magic spell. 4. Tama Longhair (Snowflurry {confusion} spell) Tama's power is to cause confusion and misdirection. She has a spirit magic spell. 5. Cinyia Lightsoul (Softwind {quiet/calm} spell) Cinyia's power is to quiet and calm. She has a spirit magic spell. 6. Jerric Hardfist (Icedagger spell) Jerric's power is the Icedagger. With a one point divine intervention, Jerric can make a rune metal equivalent dagger from ice. The ice will not melt under normal temperatures. 7. Serris Manyhued (Rainbow {darkfear} spell) Serris' power is to induce fear in darkness related crea- tures (such as trolls). It/he/she has a fear spell good only against dark. 8. Ellessa Glistenskin (Frostfire spell) Ellessa has the power to burn with frost. It /he/she has a spirit magic spell. Each of the companions will be approached in spirit combat by a spirit from the appropriate godling(s). The spirit has 2d6 INT, 2d6 POW and 1d3 points of the appropriate spirit magic spell. If the companion has properly prepared for the quest and wins the spirit combat (and a CHA v. INT conflict following any one successful round of spirit combat) the spirit will become the character's allied spirit for the duration of the quest. An allied spirit functions as does a familiar. No character may be attended by more than one spirit from a godling (even if the character is taking the place of more than one companion, he or she must choose whose spirit to accept.) Note that in Prax the godlings are each worshiped by between forty to three hundred Praxian worshipers. The godlings have more followers when Nora is invoked during the wars on the plains of Prax and more followers in Nora's mountains. D. The stations of conflict of the quest. [In quests, the usual pattern is a vision, allies, and then conflicts. This quest follows that pattern. The vision is the awakening to the magical world. The allies are those who help and lead one to magic. The conflicts are the barriers that separate the sacred and magical from the profane.] 1. Broos; These are a typical chaos barrier and a good substitute for the devil. The party should meet 3d6 boos led by a broos shaman. [Note that this quest has a large number of conflicts rather than just three. There is no need for each conflict to be a full scale brawling battle involving large numbers of enemies. Gener- ally, generate typical enemies as found on the plains of Prax. Most conflicts will be fought in the mundane world and the ene- mies may negotiate or flee.] The broos will be typical broos wandering Prax. For diffi- culty determinations, the conflict will be partially in the mundane world and partially on the heroplane. (say an extra d50% randomness). 2. Bone Morokanth; These creatures are left over from the godtime. They are made of the bones of men. They have six points of armor (bone) at each location, some magic protection (4 to 7 points) and two hit points at each location. Bone Morokanth resulted from an attempt to make the bones of man as herdbeast into Morokanth. Their leader will be a runelord morokanth and the 3d6 fol- lowers will be only 30% in their skills. (!! however, note that these Bone Morokanth will have 10 to 13 points of protection from melee weapons. They are pretty tough on defense, though slow on offense. If they win, they'll take combat skills as prizes, becoming strong on offense and defense.) [This encounter can be run on the heroplane if you have a Morokanth questing for thumbs or some such. It can also be run on the mortal plane if you do not. The Bones have unlimited morale and no will. The runelord will flee rather than die. Treat the runelord as an available Morokanth caught up in the mythic force of ev- ents. He stands to gain a great deal from a win, but does not need to win and really does not need the disaster that a true loss portends. He will be willing to bargain or to engage in pro forma combat.] [Note that it is easy to be caught up in part of a pattern that puts an individual or a party into a Heroquest fragment. Generally, one can run away from such encounters -- if one recognizes them in time. For a Morokanth the Bone Morokanth are easy to recognize as a sign, but which sign? // Remember the Cults of Prax encounters with Ruric on his Lightbringers quest. Ruric was always hoping for encounters with meaning, often not sure if he had found them.] 3. Sungriffins; 2d3 griffins made of light attack the party. The griffins get a 2SR bonus the first round [due to the mythic surprise they got against Nora]. Again, these are leftovers from the godtime. Most modern griffins no longer have the power of light firmly at- tached. They lost much when Yelm gave way to the compromize after having been slain and then rescued from hell by the forces of Air. The griffins are made of light (divide Mass/Siz by two, hit points by two) and need rune metal or magic enhanced (e.g. Blade- sharp 1) weapons to hit. [Sungriffins are a rare magical creature. These descend from myth to the mundane world on the beams of the sunset and remain until slain or the sun completes setting -- about 15 to 30 minutes. This can be a short encounter and can be cut shorter by vagrent clouds or other things that may cut off the light of the setting sun.] 4. Lunars; 3d6 Lunar antelope (with no humans) attack the party. Each antelope will have a chaos taint and +d3 to INT. [Not a truly sentient encounter. Think of these like the buck that just killed a 72 year-old Texas man who was walking home. Crazed Stephen King sort of things. If the antelope win they keep their INT and it becomes free INT. Such intrusions strengthen the antelope tribe and Lunar presences in Prax. They also cause the natives to associate Lunar influence with old, evil hated chaos.] 5. Scorpion Men; 3d6 scorpion men and one human (d2 chaos gifts) shaman attack the party as they reach the foot of the glacier. [These should be a real band. They are on a scorpion quest "Theft of Fire." Most of these quests fail as the first step is to face six to nine serious heroquestors on the stairs to the gate of dawn, but to a minimaxing creature crazed with chaos and delirious with the lust for power no risk is fully appreciated.] <Hmm, that description comes close to describing almost any Stormbull player character.> [The scorpion men and their shaman will have been wandering the heroplane until the characters arrive. They are stuck until they can encounter the characters. Any result allows them to return to the mundane world or to continue on to the next station of the Theft of Fire. Give them strong morale, but a willingness to run when defeat becomes certain -- if it becomes certain. Nora won this conflict easily, but did not slay all of her enemies. Thus chaos still haunts the foothills of her mountains.] D. The final tests. 1. For the companions -- each companion falls aside at the fane of the godling they represent. If the companion was a poor companion, they lose the spirit and 1d3 points of power. If they did nothing good or bad, having been neither proper heros nor knaves, then the spirit leaves them as it found them. [Note that under my new system, this is a chance to trade 1d3 points of power for a point of will as a bad companion. One accepts a loss or disability in return for freedom to do better in the future {the increased will}] If companion did well, then the spirit remains as a perma- nent ally. It gains 6 points to INT and 6 points to POW. It has 6 points of spirit magic. This is a way for a character to begin to build his or her own court of allied spirits. 2. For the questor -- the drepnir or Nora's horse. The horse is an eight legged warhorse with the following stats: SIZ x 2 INT 2d4+4 (this is free int) All others (including POW, hit points & armor) + 11 +20% defense, blinding white in color. regenerate one hit point per location per melee round Windwalk at will. The mastery (gaining the horse as an ally) occurs in spirit combat. Each time the character wins in spirit combat, he or she may make a CHA x 5% roll to ally the horse. Each time the horse wins, reduce magic points by d2. When either the horse is allied or the questor's magic points = 0, the duel for mastery is over. If the questor loses, then he or she may never ride a horse again. An allied drepnir is treated as a familiar, with all the related benefits and side effects. E. Quest ends. The characters descend the glacier and find themselves at either (a) Nora's temple or (b) the plains of Prax in the foothills of Nora's mountains (at a semi-random location). Proper preparation allows the characters to choose where they end up when they descend. V. THE RESULTS [if successful] The lead questor obtains the horse, the companions each obtain an allied spirit/supplemental familiar. ******************************************************* ---now, to update it to my new system. ******************************************************* These are the steps that you need to take to adopt a classic format quest, such as the one above, to my rules. I. UPDATE THE QUEST TO THE NEW RULES First, define the appropriate trait packages for The White Princess and each of the deities/immortals that grace her court. Second, reread the Prax boardgame and do a minicult for The White Princess. [This is necessary to make sure that you have the right trait and rune packages for the quest.] White Princess has two runes. One is obviously life/fertil- ity. The other is dark {cold only}. Have the godlings with half runes each. (Yelmalio has a half rune -- Fire with only light/no heat). E.g. Dark with only cold, Water with only moisture, etc. Together, the team can provide the powers that The White Princess shows in the game runes. [A court is less than a pantheon and does not allow for the summing of power that a pantheon offers or for the free trade of powers and skills between members. On the other hand, the members do work in concert and pay no price in will for belonging to a court.] Third, clean up the myths and the monsters. Make some notes about items/creatures not clearly in the Prax mythos. Look to see how to integrate the elements. E.g. As to drepnirs, they are a remnant of the primal horse that was lost to mankind (primal horse lost his tusks, wings, extra legs, horns, etc. and man no longer has horses like that). Even so, unicorns, drepnir, pegusi, fanged horses and the like should still remain in some remnants here and there. Fourth, to bring the quest truly into alignment (having done the background work), add possible trait contests. This particu- lar quest does not have much in it except for combat. To successfully add trait contests, you need to give the quest greater depth, making it more than just a combat run. The easiest way is to add some semi-mundane encounters with tradesmen, beggars, tribal thieves, elementals and lone immortals dwelling lost in the plains. The characters could have tests of compassion, trading skill, honesty, greed and similar traits. (more below) This fleshes the quest out past the hack and slash stage. II. PRAXIS [A pun. Prax and praxis <praxis is the "principle in prac- tice" or how it is done.] First, put the trait encounters above together in the same format as the combat encounters. Suggested encounters would be 3d2 animal nomad thieves starving in the desert plains (compassion/charity). 2d2 traders (with 3d6 guards, 3d6 caravan members) lost in the plains (hones- ty/friendliness). A lone, scared immortal dwelling in a desolate tower (greed/lust). Two darkness elementals trapped in a myth bubble (courage). A crippled fire elemental unable to return to the sky (i.e. a beggar). Normal beggars left behind by their companions (justice?/charity). Each encounter should have a minor benefit available if the characters finish it with a trait/etc. victory for any companion or the lead character (with differing benefits and penalties depending on who and how they win). [These benefits should be minor <i.e. no will costs>, including benefits such as learning a new spell, starting a skill with a begining benefit at 5% or +1d6% in the skill, a weak power crystal, a chance to sacrifice POW for a rune magic spell <such as summon elemental> sorts of things. Beneficial, good rewards, but not mythic. In D&D terms, minor magic items, learned spells, but not artifacts or levels.] Each companion to The White Princess should have a different set of traits. Each should have a cameo encounter that focuses on those traits and skills. At times Nora and the godlings traits should conflict. Thus no one will be able to fulfill all their conditions all of the time. The allied spirits gained from the godlings should, if the questor fulfilled his or her encounter, be able to cast the godling's spell at any number of magic points without allocation of any free INT. [or 1d3 free castings for the rune magic]. (To succeed, players and characters need to learn to co- operate and sacrifice. If they do so, then each character will win a "fair" amount of the time, if they do not, some charac- ters will fail their final interviews. Disunion will probably cost the party other successes, etc.) [Again note that a loss can mean a chance to gain will. This quest should not be seen as a common route to easy losses for a gain of a point of will. If a player tries that in a cynical fashion you can have the cult spirit of retribution Ruach Shaddai visit the character, run the combat encounters at one power level higher, increase the penalty for failure to 1d20 points of POW, and that sort of thing. A character failed by a godling cannot try to gain that godling's favor again without a sacrifice of will and POW.] I would advise putting this together with the specific characters and players of your campaign in mind so that you can tailor your adaptation of the myth to the best use for the campaign. Finally, create some NPCs for use as quest members if you do not have all the appropriate PCs necessary. CONCLUSION By using full rules for heroquesting, GMs and players can be brought to better appreciate roleplaying and the deeper elements of stories and encounters. Pendragon virtually forces a GM to take heroquesting to a higher, more thoughtful, level more consistent with myths and legends. AFTERWORD I realize that this is not as playable or as directly usable as even photocopies of my The Wild Hunt zines laying out my Pendragon heroquest rules or the zines with the heroquest out- lines. However, I hope the insight from the discussion and notes will be of more use than just one more heroquest, godtime hack and slash adventure. Sincerely yours, Steve Marsh