HEROquest
(that's a joke,
son, just in case you don't get it)
Runequest (for those unfamiliar with it) is one of the old-time
gaming systems set in Glorantha, a very original gaming world
designed by Greg Stafford. It is a world where the gods daily take an
active part in the lives of their worshippers (and enemies), and
altercations between temples can alter the weather and the laws of
nature as the balance of power in heaven shifts. The world itself is
pretty bizarre, with many magical regions and technology is at an
advanced bronze-age, early-iron age level. The general feel is very
different from most generic fantasy settings, and is worth a look, if
you are interested in a different setting for Fantasy Hero games. You
can pick up the rule books from a variety of sources, but there's a
gazillion web pages exploring various aspects of the world on line. A
few good starting places are:
Characteristics
The statistics of Runequest translate reasonably easily to Hero
system and it also uses skills and powers rather than levels, so the
mechanics translate well. Here's how to do it:
Hero statistics
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Translates to:
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Runequest Statistics
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STRENGTH
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STRENGTH
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DEXTERITY
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DEXTERITY
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CONSTITUTION
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CONSTITUTION
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BODY
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SIZE
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INTELLIGENCE
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INTELLIGENCE
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EGO
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POWER
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PRESENCE
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average these two
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APPEARANCE
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COMELINESS
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Secondary characteristics
are calculated as normal
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|
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While it functions exactly as EGO does in the normal HERO system,
in the conversion, EGO is referred to as POW
Skills
Runequest characters tend to start with similar skill sets and
have many skills generic skills which are subsumed into "everyman
skills" in Hero system. As a general rule, most Runequest skills can
be rapidly assigned a Hero system equivalent (for example "climb" in
Runequest is pretty obviously "climbing" in Hero system, and "hide"
in Runequest is "concealment" in Hero system. If you come across a
Runequest skill that is not easily identifiable as a Hero system
skill, then simply translate it directly into Hero system as "skill
X" at the usual cost. Runequest uses a percentile dice system, which
translates to Hero system as follows:
Hero System Roll
|
Runequest percentage
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4 or less
|
1 - 3%
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5 or less
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4 - 8%
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6 or less
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9 - 16%
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7 or less
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16 - 24%
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8 or less
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25 - 37%
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9
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37 - 49%
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10
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50 - 61%
|
11
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62 - 74%
|
12
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75 - 82%
|
13
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83 - 89%
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14
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90 - 95%
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15
|
96 - 97%
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16
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98%
|
17
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99%
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18 or less
|
100%
|
The easiest thing to do is to simply move the Runequest skill up
to the first Hero system skill band (marked in yellow) above it (thus
a 19% skill become 8 or less, while a 80% skill becomes 13 or less).
This will give characters an awful lot of FAM:s at 8 or less, which
can get expensive. Alternatively, you can (depending on character
concept) drop skills which are below 8 or less - many of which are
everyman skills anyway.
For Runequest skills above 100, simply increase the Hero system
dice roll by +1 for the first 10% then add further +1 for every
doubling of 10% of the Runequest skill. For example:
Hero System Roll
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Runequest percentage
|
Increase
|
19 or less
|
101 to 110%
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+10%
|
20 or less
|
111% to 130%
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+20%
|
21 or less
|
131% to 170%
|
+40%
|
etc
|
etc
|
etc
|
Magic
All Runequest characters have access (at least in theory) to
magic. However, enchantments are not generally of earth-shaking
power. Magic comes in three kinds - spirit magic, rune magic and
divine magic.
Spirit Magic
Spirit magic and Rune Magic are essentially the same in game play,
but the special effect - and some things pertaining to their use -
are very different. Shamans (those who use spirit magic) also have
magic powers unattainable to normal sorcerors. Shamans can travel to
the spirit plane, where they can meet (for good or ill) the spirits
of the dead as well as certain powerful spirits of other kinds
(spirits of regions with spiritual qualities, or of powerful beings).
The Amerindian idea of the spirit quest gives you a pretty good idea
of the overall feeling. This power is bought as: Extradimensional
movement (to spirit plane), extra time (1 hour, -2 1/2), requires a
skill Roll (-1/2), leaves body behind (-1). If successful, the spell
transports the shaman to the spirit plane, but his body remains
behind and he must return to it. If it is killed or he does not
return to claim it, before it dies of thirst or hunger, he is lost.
Shamans can also buy a Fetch (treat as a follower) who is a faithful
spirit that lives on the spirit plane. The fetch is normally only
resident on the spirit plane, but can take the form of the Shaman's
totem animal to guard his body when the shaman travels to the spirit
plane himself. The Fetch shares a mindlink with the Shaman and can
boost his spellcasting ability. (See the typical
Fetch character sheet). The Fetch keeps control of captured
spirits, which can be requested to cast a spell the spirit knows for
the caster. Essentially this means that shamans keep their spells in
the form of spirits, and can only cast spells that spirits they have
captured know. Spirits must be captured by the shaman on the spirit
plane and beaten in combat - but once this is done, the Fetch can
keep them subdued - the Fetch however can only keep as many spirits
subdued as it has POW - if his POW falls, the spirits can (and will)
flee.
So spirit magic works thus:
All shamans must be able to travel to the spirit plane. Thus, they
must buy Extradimensional movement (to spirit plane), extra time (1
hour, -2 1/2), requires a skill Roll (-1/2), leaves body behind (-1)
for a cost of 5 points.
While not necessary to start with (a shaman could learn spells
from his master's fetch) a Shaman should also buy a Fetch - as noted
above.
The shaman buys a power pool - these represent spirits, familiars
and so on that power the shaman's magic. He can only use spells that
he has learned from a spirit, so the control cost for his power pool
is limited by "Only learnt spells (-1/2)" and "Pool cannot contain
more spells than Fetch's POW " (-1/4) as well as the limitations that
apply to the spells themselves. These are: "requires a Magic Roll"
(-1/2) "Gestures and incantations (only to cast)" (-1/2) and "spells
use POW " (-1/2).
This last limitation is an essential part of Runequest magic - all
spells cost POW to cast - in other words, when you cast a spell, you
also lose one off your POW for each 10 active points. POW lost in
this way will regenerate given a good night's sleep, but it limits
the number of spells you can cast.
Rune Magic
Rune magic works the same way as spirit magic in that it requires
skill rolls and requires a point (or more) of POW to cast each spell.
The difference is that spells are learned by learning runes. A rune
identifies something and in a sense gives it existence. The gods
created things by creating runes for them, so to control a rune
allows a character to control the thing the rune describes. Thus
people who wish to cast magic must somehow acquire runes (beg, buy,
steal, etc) and they can only cast spells for which they hold the
runes. Most people get their rune magic from their temple or cult.
Rune magic users also use power pools and their pools are limited as
follows: "Only learnt spells (-1/2)" as well as the limitations that
apply to the spells themselves. These are: "requires a Magic Roll"
(-1/2) "Gestures and incantations (only to cast)" (-1/2) and "spells
use POW" (-1/2).
Divine magic
Divine magic is the easiest to deal with - essentially it is a
one-use spell provided by your temple (which means you have to be a
member in good standing, and then buy it off the priests). In
addition to the cost in gold or magical items, divine spells also
normally require the user to sacrifice a point of POW - this goes to
the temple, which uses it to power their own magics. In game term,
the player must give up 2 experience points or a point of POW. Divine
magic requires no skill roll - it always works. Once it's used, it is
gone. Characters who become Rune Priests get to reuse this magic,
although it requires a period of meditation and prayer. This means
that these spells, which are normally fairly powerful, are bought
with the limitations "one use" (-2) and "charge does not recover
(-2)" for normal individuals or "one use, recoverable charge (-1 1/2)
for Runepriests. The charge can only be recovered in a temple of the
priest's deity. Divine magic spells are bought outside of power
frameworks - which is just as well, since they often have a high
points cost.
Sample Characters
Below are fairly loose translations, designed to give the flavour
of the characters. All of these characters have groovy character
portraits too!
The joke is just that when
Runequest was bought out by (I think) Avalon Hill, they took the
system and genericised it, calling it "heroquest". No challenge to
the (probably long-lapsed) trademarks of Avalon Hill (if it was them)
or Issaries Inc (who "own" Glorantha today) is intended, yadda,
yadda, yadda.