Subject: The Tarsh Tattler, Volume 3, Number 3 First distribution: March 25, 1989 This Issue: Semi-completed Heroquest: Heroquest rules (Steve Maurer) Ed's note: This is the first of about five or six issues in the pipeline: partially due to getting this huge file from Steve, and partially due to the backlog from the recently discovered articles. I will try to get all of Steve's stuff out tonight; the rest will have to wait a couple of days. Sorry folks, I've been busy... This is the same material Steve posted to rec.games.frp run through a spelling checker. It has been broken into parts to avoid the risk of choking our mailer and/or bringing our system to its knees... There are currently three parts to Steve's system: Heroquest Rules The Hero Plane Hero/God Plane Magic Incidentally, I went through my mailing script compared to my list of people, and found a few folk were missing. If you've missed a back issue or two, mail me and complain and I'll ship it out as soon as possible. --- From: steve@vicom.com (Steve Maurer) Subject: Semi-completed Heroquest HEROQUEST rules for Variant RQ.... Author: Steve Maurer Copyright(C) 1989 Steve Maurer (permission to copy for personal non-profit use is hereby granted, as long as this copyright notice is included in the text. All other rights reserved.) NOTE: THIS IS NOT A CERTIFIED VERSION OF GLORANTHA. I HAVE NO RELATIONSHIP WITH THE CHAOSIUM, OR ANY OF ITS STAFF. Foreword Having suffered through 4 convention games of "Heroquest playtest", I came to the conclusion that the official Heroquest was still as far off from completion now, as it was back in 1976. The Chaosium remains one of the best "gameworld material" producing companies around, but their ability to design working rules systems has deteriorated dramatically since their heyday in the late 70's. In addition, since Heroquest is a uniquely Gloranthan game, it can never be completed until Greg Stafford decides to put in the effort to fill in his world more completely. In short, I decided that if Heroquest was ever going to come out, someone else would have to do it. Thus, this rules set. In the convention games I ran, I was amazed at how positive their reception was ( unanimously compared favorably to every 'official' Heroquest!). So much so that I decided to put in the effort to write them down. Even so, this rough draft cannot provide all the necessary background for Heroquesting. This you must do yourself. For me, I used the various legends from the "old-Glorantha" found in Wyrms Footnotes, and used hints and hooks from other Gloranthan sources, and used them as a basis of the games. It seemed to work reasonably well. As a final note. Heroquest, in whatever form, is not for everyone. There are limited number of RQ players, only a subset of those have adventures in Glorantha, and even fewer have PCs at a high enough level to really have a chance on the Hero Plane. Finally, since they are usually rather dangerous, even powerful PCs will tend to go on such quests rarely. Perhaps it is for marketing reasons that the Chaosium has never pursued Heroquest. Steve Maurer - - - - - - - - The Heroquest System is simply a way to deal with high powered RuneQuest characters. "Heroquesting" is the uniquely Gloranthan ritual of passing through the veils of the goddess Time, to enter God-time so that you may fundamentally alter the nature of the (Gloranthan) universe (usually for the base purpose of accumulating personal power, but sometimes for other things). These rules cover both aspects of Heroquesting. This article is written with the assumption that you are not only an intelligent and experienced RPG player, but that you are already very familiar with the RQ system. These are essentially short "game designer" notes. They are terse, but do explain the entire system. HEROQUEST SYSTEM RULES The Heroquest system is a Variant of RuneQuest. Some RuneQuest rules are altered under Heroquest. The following is a list of the RQ rules which are modified under Heroquest. Where possible the changes are marks with a star (*). Success Levels Success Level Chart (as basis of character's skill "<%>" ) Type Level from.... to.... unless its...... Fumble (-1) 95 + <%>/20 any Miss 0 above <%> 94 + <%>/20 above 94 + <%>/20 Hit 1 above <%>/5 <%> above 94 + <%>/100 * Special 2 above <%>/20 <%>/5 above 94 + <%>/400 * Critical 3 above <%>/100 <%>/20 above 94 + <%>/1000 * * Supercrit 4 above <%>/400 <%>/100 etc.... * * Hypercrit 5 above <%>/1000 <%>/400 etc.... All fractions are rounded down, except in the "unless its" column which are all rounded up. A "00" automatically decrements the Success Level by 1. Text explanation: RQ has the concept of a "level of success". Roll less than your skill percentage and you succeed, roll less than 1/5th your percentage and you "Special". Heroquest expands on this, defining extra levels of success, beyond "mere" criticals. Heroquest also redefines the "automatic miss". When you roll a 95-00, you used to automatically miss. In Heroquest this "missing" percentage is decreased just like fumbles are when you are below 100%. Any roll that beats: 95 + <%>/100 to hit will (at least) hit, even if the actual die roll is from 95-00. Thus, a 200% fighter will miss only on a 98-00. Example: A hero with a 210% skill level achieves a success level by rolling the following numbers: Roll Level Type 00 (-1) Fumble (a "Miss" -1 level) 98-99 0 Miss 43-97 1 Hit 11-42 2 Special 02-10 3 Critical 01 4 Supercrit when he reaches 500%, he will have Roll Level Type 00 0 Miss (a "Hit" -1 level) 96-99 1 Hit 26-95 2 Special 05-25 3 Critical 02-05 4 Supercrit 01 5 Hypercrit On the Hero Plane, a level 1 success (a "hit") is such a common everyday occurence, that it really isn't anything special. The dangers are so enormous, the opponents so powerful, that just making your roll doesn't usually work. To really succeed, you must "Special" your skill roll. Because the Hero Plane is so tough, "Hits" are, for all intents and purposes, effectively misses. When you "miss" against a danger from the hero plane, you've REALLY blown it -- much like a Fumble. Thus in Heroquest, percentages are referred to by their chance to Special, not their chance to Hit. If you encounter the vast flowing rapids of one of the primal rivers, a simple Swim roll will not get you past it. In fact, you may very well drown unless you Special. A Runelord beginner on the Hero plane with only a 120% chance to hit, has a 24% chance to Special. He is a starting character -- likely to be killed if he opposes all but the weakest opponents. Success Level Results Heroquest redefines the method of applying skills above 100% vs each other. You may NOT subtract your skill percentage above 100% from your opponents skill. Instead, if you Special and your opponent merely makes his roll, then the result is exactly as if you made your roll and he missed. This is codified by the Success Level Result (or "SLR"). To obtain this value, perform the following calculation: Attacker Success Level(+) - Defender's Success Level(+) (+) in combat, a Fumble is just a SL of 0 with other problems. The SLR can be positive or negative, depending on who did better. Weapon Success Level Results In RQ, depending on the weapons used, various results happen from relative success levels (examples are: Ignoring Armor, "Impaling" rules, weapon damage, etc). Heroquest extends these results, and and modifies them slightly. The following is a condensed table. Note the change in slashing/crushing. Attacker's Weapon type SLR Cutting Thrusting Crushing Natural Pole Arm +5 OVRCRT OVRCRT OVRCRT OVRCRT (as type) +4 2CRIT 2CRIT+IMP 2SMASH+CRIT DSRM+2CRIT " +3 CRIT CRIT+IMP 2SMASH DSRM+CRIT " +2 SMASH* IMP SMASH* NWD+DSRM* " +1 NWD NWD NWD NWD " 0 WDVP NE WDVP NE NE SLR Defender's Weapon type ('dodge') -1 PWD NE/(PND)(+) PWD NE NE -2 CRIT+PWD PWD/(IMP) PND NE NE -3 CRIT+PND PND/(CRIT+IMP) 2PND DSRM PWD -4 DSRM CRIT+PND/(2CRIT) 2PND+CRIT DSRM+DMG PND -5 OVRCRT DSRM/(OVRCRT) OVRCRT OVRCRT CRIT+PND (+) Parenthesized Impale results are used when parrying natural weapons. Pole Arms are treated as Pole Arms, unless it says "(as type)", in which case they revert to the "head" of the weapon. Key: CRIT - Bypass normal armor (defensively this removes weapon armor) 2CRIT - Bypass critical resistant armor IMP - RQ Impale rules (weapon damage + max + damage bonus) NWD - Normal Weapon Damage (roll damage vs opponent's armor) WDVP - Weapon Damage vs Parrying (vs opponent's weapon or shield) PWD - Parry Weapon Damage; weapon damage (w/o damage bonus) vs opponent's weapon or natural weapon hit location. PND - Parry Normal Damage, weapon + damage bonus. 2PND - 2x Parry Normal Damage SMASH - Double Weapon Damage or Damage Bonus (your choice) 2SMASH - Double Weapon Damage + Double Damage Bonus DSRM - Parrying or Attacking weapon/shield rendered ineffective DMG - Defender does rolled damage to an attackers hit location OVRCRT - Over Critical: whatever you want to happen, does. There can be further modifiers to the combat SLR: +1 SLR if attacker is taking victim completely by surpriseif attacker can see and defender can't if defender is held immobile or unconscious .... these are non-cumulative bonuses -1 SLR to choose hit location after you roll. Example: A +2 ("Crit" result vs a missed parry) may be turned into a +1 "Special" vs a hit location of the attacker's choice. Certain weapons have special results on the SLR table. For instance a "Sword Biter" does a "DSRM" (disarm) on a -2 and -3 SLR. In all other respects it acts like a Cutting weapon. Other Combat Mechanics There are a number of other Heroquest combat mechanics which deserve mention. Strike Ranks -- are a measure of how effectively you can get in an effective blow. The higher your attack percentage, the more quickly you may do this. For every 100% in your weapon, your SR drops by one. This value may never go below your Weapon SR, but keep track of the extra "SRs" at the lowest SR you can reach. The combatant with the highest number of extra unused SRs is the one to move first on that Segment (barring exotic magic). Multiple Attacks -- You may split ANY attack vs an opponent, or several opponents. The opponent does, however get full parry and defense vs all attacks you make. Dodge -- For RQ3 fans, "Dodge" is redefined. "Dodge" is simply a "natural weapon parry". You may attempt a "dodge" whether you have a weapon or not, but under most situations doing so is worse than a weapon or shield parry. On full defensive, you may "Dodge" and "Parry", just like you may parry with weapon and shield. Weapon Difficulty Modifiers -- Though it makes little difference at the level Heroquest is usually played at, Weapon Attack difficulty is changed. (Weapon Base Percentage - 20%) is the weapon's attack/exp difficulty modifier. A Greatsword, for instance, has a -15 difficulty modifier. This means that every attack is made with such a weapon as if it was -15%. Because of conversion problems, we assume that weapon skill levels of existing characters are actually at a level which offsets these negatives (i.e. a PC with a Greatsword % of 130%, is actually 145% - 15% difficulty). Rolls for experience are made at the true skill level. Example Combat: Grunnik, a Rune Lord of Zorak Zoran, is running about the Hero Plane Berzerk, reveling in the power and glory of true release. Normally he only has a 30% chance to special, but while Berzerk he has a 45% (60% vs Chaos). For this, he always "misses" his parry (he doesn't even try). Grunnik comes upon a lesser demon -- about the level of a standard Cacodemon summoning). The demon has a 30% chance to special with 2 claws, coated with venom. Grunnik luckily has the chance to go first, since he has the reach on the demon. First round: Grunnik rolls a 87%. Bad Luck. Only a hit. The demon makes it's parry, but this doesn't matter as a -1 SLR on "natural weapons" doesn't do anything. However it is now the demon's turn. The demon rolls a 38%, and a 14%. Things look bad for Grunnik. He took not just a hit, but a special - a +1 and +2 SLR result for the demon. The demon's natural weapons (Claws), would disarm Grunnik if he had been parrying, but since he wasn't, he doesn't loose his Maul. The demon does 21 and 19 pts of damage to Grunnik against his armor, which merely staggers him in his berzerk state. Second round: Grunnik rolls a 13%. A Critical. Good blow. Even better, the demon rolled a 97, barely missing it's parry. (it parries on a 96-). This is a combined SLR of +3 for Grunnik. A Maul is a Pole Arm, but in this case, it refers to Crushing damage. Grunnik does a 2SMASH vs the demon. For Grunnik, this becomes 4d8 + 4d6 (+ 4d6 for his Crush spell) against the demon's armor. Grunnik rolls just slightly below average: 45 pts, which is still enough to remove the rolled hit location -- a 4 (one of the demon's 5 legs). The combat continues..... --- The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.