Bell Digest sup05.txt

Supplement #5

First Distribution:  June 1,  1990

This supplement:
	Heroquest Version 2.0				(Steve Maurer)


From: (Steve Maurer)

Subject: Heroquest Version 2.0 ( WARNING: LONG )

    The following is an improved version of the Heroquest rules
published a while ago.   Thanks to a large number of people who
helped point out flaws and suggest solutions.

						Steve Maurer
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

HEROQUEST rules for Variant Runequest(*)....
Author: Steve Maurer
Copyright(C) 1989,1990 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.)



    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 1979.  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

(*)    Runequest, Glorantha, Wyrms Footnotes, are Trademarks of Chaosium Inc.

- - - - - - - -


    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.


    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

    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's less than: 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.

	    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 occurrence, 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 die 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

	(+) Parenthesized Impale results are used when parrying natural

	    Pole Arms are treated as Pole Arms, unless it says "(as type)",
	    in which case they revert to the "head" of the weapon.

	CRIT	- Bypass normal armor (defensively this removes weapon armor)
	2CRIT	- "Double Crit": Bypass critical resistant armor
	IMP	- RQ Impale rules (weapon damage + max + damage bonus)
	NWD	- Normal Weapon Damage (roll full damage vs opponent's armor)
	PWD	- Parry Weapon Damage; weapon damage (w/o damage bonus)
			vs attackers's weapon or natural weapon hit location.
	WDVP	- Weapon Damage vs Parrying (damage parrying implement/location)
	PND	- Parry Normal Damage, weapon + damage bonus.
	2PND	- "Double parry":  2x Parry Normal Damage
	SMASH   - Double Weapon Damage  or  Damage Bonus (your choice)
	2SMASH  - "Double Smash": 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 Crit": Whatever you want to happen, does.

    There can be further modifiers to the combat SLR:

	+1 SLR if attacker is taking victim completely by surprise 
	       if 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.   At 75%, and every +50% thereafter, your SR
    drops by one.  For determining first strike, this value cannot go below
    Weapon SR, but the combatant with the highest extra "SRs" at a particular
    rank hits first.  If an attack is Split, figure the SRs from the split
    percentages; however weapon SRs CAN be reduced to 1 on secondary attacks.

	Multiple Attacks/Parrys -- You may split ANY attack, and ANY parry
    vs any opponent(s) you choose, as long as you have the Strike Ranks
    for them.  01 is not an automatic Crit on secondary attacks/parrys.

	Example: A 200% Fist attack (DEX 21/SIZ 18), gets its attack on 4
	(base weapon SR). Split into two 100% attacks gets strikes on 4 and
	8; split into a 75% and a 125% gets strikes on 4 and 7.  Trying to
	split into three attacks 75%/75%/50% would give strikes on 4/8/13
	(13 - too high).  The PC must reach 225 before getting a 3rd attack.

	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
    Berserk, reveling in the power and glory of true release.  Normally he
    only has a 30% chance to special, but while Berserk 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 two
    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 its 30% special 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 staggers him in his berserk state.

	Second round: Grunnik rolls a 13.   A Critical.  Good blow.
		     Even better, the demon rolled a 97, barely missing
		     its 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 (+ 4d4 for his Crush spell)
		     against the demon's armor.   Grunnik rolls just
		     slightly above 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 God Time is a very weird place, even for a Gloranthan.   It
    is both the history of Glorantha, and yet also runs somewhat concurrently
    with time within Time.   You can think of Heroquesting as a very magical,
    and very weird form of time-travel.

	In this text, Hero plane, God Plane, and  God-time and the are used
    interchangeably.   However there is a subtle distinction between them.
    The Hero Plane is everywhere beyond Time.    The God-Plane is the place
    in the Hero Plane where the various gods reside (their respective domains);
    these are called the Heavens (or Hells -- for gods you don't like).   The
    God-Time is the furthest 'back' the Hero plane goes, the mythical time
    before wars or Chaos invaded; to enter the God-Time, a Hero must fight
    through both the Lesser and Greater Darkness, and the Chaos wars.

    The Child Time

	Time is the god(dess) who now orders the universe.   The power of
    time is such that even the gods cannot individually oppose him/her.
    Time is also called Compromise, or "The Compromise".

	Time's function is fourfold:  First (and foremost) Time prevents
    Gods from fighting.   Gods, even eternal enemies, may only act in
    accordance to the rules set forth when s/he was born.   The rules are
    set in God-tongue, and thus not understandable by mortals, but they
    can be roughly translated to:
	o No direct fighting.
	o No cursing or harming those who do not worship you (but you
	    may send a minor curse on those who spurn you).
	o No claiming the souls of spirits that are not yours.
	o No helping worshipers unless called upon.  The more you are
	    called upon, the more you can help.   But even when you can
	    help, you may only help your worshiper, not harm another.

	This is the basis of RuneSpells.   It is perfectly all right for a
    god to "help his/her worshiper" by giving the worshiper a part of
    the god's abilities -- even if these abilities are used to hurt others.
    In fact, this practice was common even before the child Time came into

	Time's second function is to order the universe, to make sure that
    events happen in sequential fashion.   To allow only cause and effect,
    and outlaw effect-and-cause.    Thus all augury magic is useless in
    Glorantha, except for the occasional glimpses that Arachne Solara
    (Time's mother) may give.

	Time's third function is to insure that the powers and curses which
    were in effect at Time's birth are still in effect, and to give each of
    the great powers places in Glorantha all their own.  In simpler terms,
    this means that Time is responsible for all "natural processes": the
    seasons, the process of birth, growth, and death, that weakness and
    death results if mortals do not eat (even if they do not exert themselves),
    that creatures descended from the gods conquered by the air gods must
    breathe air or die, that those descended from gods who were killed must
    always meet inevitable death.   All these "processes" Time enforces.

	Note that "natural processes", are sanctioned by Time.   They are
    not, under the rules of The Compromise, a direct interference.   If a
    creature foolishly challenges one of Valind's blizzards during the time
    allotted to that god, then Valind is not responsible for any harm which
    comes to the creature.   Note also, that even these "natural processes"
    may be opposed, by those strong enough to oppose them.   Time, like all
    gods, is not immune to change.

	Time's final function is to provide a direct communication between
    the gods and the world within time.   With a few exceptions, a worshiper
    may ask for divine aid, no matter where he is.

    The Absence of Time

    The reason why it is important to know the rules of Time is that Time
    does not exist on the Hero Plane.    NONE of the Laws of Time work on
    the Hero Plane automatically.   Each must be specifically invoked.

    This means:

	o If you personally meet a god, and the god doesn't like you, the
	  god can smunch you into tiny little bits.  (Or do other things
	  that are much worse).

	o "Natural Processes" do not occur, unless someone specifically
	  wills it.   You can be smunched into tiny little bits, but you
	  will not die unless Death is specifically applied to you (or you
	  will Death upon yourself).  By passing beyond Time, you pass
	  before Death (Death knows this, and often tries to block the
	  paths of which he is aware).  Your need to breathe, eat, and sleep
	  is diminished to almost nothing.   Fire does not burn (unless it
	  wants to), ice does not freeze you (unless it wants to).   All
	  natural powers/events still may occur (and many of them do),
	  but only because someone (or thing) invokes them against you.
	  Many deserts, for instance, are a part of the realm of the god
	  of Thirst -- so in them thirst will incapacitate you.

	o You cannot ask for Divine Intervention, unless you are actually
	  at the feet of your "present" god (who knows you).   On the other
	  hand, your God isn't restricted from giving you all the help you

	o You do not regain Temporary POW ("Magic Points") naturally.  This
	  is another "natural process", Time is responsible for.   Luckily,
	  it is relatively easy to regain Temporary POW for many questers.

	o All magic you have in effect before you go onto the Hero Plane
	  usually disappears in the ritual which sneaks by Time.   If it
	  doesn't, then it only lasts only for its subjective time.

	o All magic with a Duration, that is actually cast on the Hero plane
	  remains in effect permanently (until you exit).

	o Any Rune Magic that you use on the Hero plane is gone permanently.
	  Time does counts the spell as being uncast, and your god (once you
	  get back onto the normal plane) is not allowed to replenish it.
	  (If you manage to meet your god on the Hero Plane, you can get
	  all your Rune Magic back).

	o Elementals can't be summoned unless you are in their primal plane.
	  However, Elementals stay around forever until they are "killed".
	  While in their primal plane, they must be spiritually killed, as
	  they can simply remanifest any body which has been destroyed.

	o The one exception to the loss of Rune Magic, is that magic which
	  is stored in Truestone while inside Time may be regained inside
	  Time; the spell may be cast on the Hero Plane.  This is one of
	  the many reasons why Truestone is so valuable (in addition to
	  its holy significance to most cults).

	o You do not have to (nor can you, unless you concentrate on it)
	  strictly obey the laws of causality.   If a group of Heros on the
	  Hero Plane split up and then rejoin, it is expected that each
	  group will remember different subjective time than others (much
	  like relativity, actually).   Typical Heroquests take many years
	  of subjective time.  Sometimes hundreds.

	o Because causality doesn't always exist, you may run across "earlier
	  versions" of Gods, Heros, or other creatures.   The god that you
	  worship may not recognize you unless you go to his final resting
	  place ( basically where the god is "now" ).    In general, the
	  further back in God-Time it is, the harder it is to get there.

	o You may eat portions of the enemies you defeat, not only deriving
	  sustenance, but gaining a portion of their power.   The more you
	  try to eat however, the more difficult it is to "digest" the
	  power.   In addition, if you eat too much, you may become more like
	  what you just ate, than what you are yourself.   This can happen
	  even to the gods ( Lodril is a classic example ).   This form of
	  power acquisition is shunned by most (except for creatures of
	  Darkness and of Chaos).

	o Time actively works to prevent those who would contravene the
	  compromise from entering the world.   When attempting to exit
	  the Hero Plane, Time will extract a toll.   For every heroic
	  ability, you must spend temporary-POW points (ranging from
	  50-temp points for a small ability, on up into the thousands).
	  You need not supply these temp-POW points yourself.   Worshipers
	  may supply them for you.

	o The track that you take through the Hero Plane is never washed
	  away by time.   Paths not only travel between PLACES, but also
	  travel between particular EVENTS.   You may follow a path made
	  by another, and it will follow to all events that person found
	  (including ambushes, treasures, etc.)   However see the caveat
	  on this below....

    Rules Before Time

	Even before Time, the Universe enforced a few rules which not even
    the gods had the power to change.   The most important is that an event
    cannot happen more than once (can't be reversed).  What happens happens.
    This has several effects:

	o You can never meet yourself.

	o You can't change the history of the gods.  For example, you may
	  not go back and try to jump in front of Orlanth's killing blow
	  against Yelm.   What happens if you do, is that you find an echo
	  of the original event, and "become" one of the players in it.

	  This, Sorcerors call a "re-enactment", or a "shadow" of the
	  event.   If, in the course of the re-enactment, you DO manage
	  to change bad "history" then you do not suffer the curse associated
	  with the act; if you re-enact a triumph, then you get some echo
	  of what the originator of the path received.

	  Following the various gods this way is called "walking in a gods
	  footsteps", and is one of the most common forms of Heroquest.
	  Many cults make a big mystic thing out of this, saying you BECOME
	  your god.  But as any Sorceror or Shaman will tell you, that's
	  simply wrong.

	  The Universe doesn't prevent people who don't worship a god from
	  following the god's path, but as matter of practicality, only
	  the god's cultists do.  Not only are they the only ones who know
	  their god's paths and its dangers, but often the rewards are
	  something that would be prized only by a cultist of that god.
	  It is VERY dangerous to walk an unknown path, for not only do
	  many lead to certain destruction, but many others lead to rewards
	  you do not want.   (The God Learners resolved to discover the
	  paths of various Gods and Heros, and abused them -- earning the
	  emnity of nearly everyone).

	o If you make your own path, you will not become part of any
	  re-enactment.   This is far far more dangerous than following
	  a known path, but can also lead to greater rewards.

	o If something bad happens to you on the Hero plane, you can't
	  later try to stop it from happening (not even a god can do that).
	  The BEST you can do is try to repair what has been done, but
	  again this usually requires another Heroquest to find a cure.
	  It is usually beyond the scope of the gods.  ( Hero Plane curses
	  and blessings are usually quite permanent. )

	o Even in their present state, the Gods are not immune to change.
	  If you decide to go where the god is "now", and take him or her
	  on in one-on-one combat (and you win -ha-ha-) then you may injure
	  the god (and perhaps derive some benefit).    You may persuade
	  a god to do something, or may teach a god some new craft.
	  This is the way to become a "hero of the cult".   Gods, in general,
	  are far more tolerant of Heros than they are of any other cultist.
	  Simply meeting your god is often a way of freeing yourself of a
	  god's minor restrictions (not curses!).

	o If you are destroyed by some forms of Chaos on the Hero Plane,
	  even the memory of you may be removed from the world.


	Magic on the God plane is much more primal than that of the normal
    plane.    This is not just because of the function of Time, but also
    because the God plane is a much older aspect of creation.  (In
    computerese, it's the Operating System).   Hence, many magics are
    possible on the God plane, that are not in mundane Glorantha.


	Though it is not important to RuneQuest, there is a form of inner
    strength which is often tested on the Hero plane.   This is called WILL.
    It is a new characteristic.

	Will is the spiritual strength of the character, the ability to
    presevere despite opposition or difficult circumstance.  It is assumed
    that characters who have achieved great status among the cults already
    have a high WILL.   In addition, as a character overcomes difficulties,
    WILL tends to increase (though rather slowly).

    A "Player Character" receives WILL by the following formula:

	WILL    3d6

		+3	For being a Player Character

		+1	For being a Lay Member / Student
		+2	For being an Initiate / Apprentice
		+3	For being a Rune Priest / Shaman
		+6	For being a Rune Lord / Sorceror
		+8	For being a Rune Lord-High Priest / Adept
				( bonuses above are non-cumulative )
		+10	For being a Hero ( acknowledged by a god )
			....bonuses above are non-cumulative

		+1	For every "mastered" (100%) skill above 5; natural
			    skills are not counted in this (i.e. walking
			    for humans, swimming for ducks, etc).  "Similar"
			    skills (ride horse, ride rhino) don't count twice
			    (this includes extra languages after the 3rd).

		+1	For every x2 pts permanent POW invested in rune
			    spells (or objects you have enchanted yourself).

		+?	Any time the character accomplishes something
			extraordinarily difficult through constant
			perserverence. (Not just a blind luck out.) GM bonus.

	Minimum WILL (for Player Characters):

		13	For Initiates
		15	For Rune Priests / Shamans
		20	For Rune Lords / Sorcerors
		    ... reroll until WILL at least matches this number.

	Temporary (for the Heroquest) WILL increases:
		+1-30	If there is great personal interest in the quest
			   (your life, or loved ones life, depends on it)
		+5	For every x2 people, for whom you are similarly
			   questing (lots of people's lives depend on it).
		+1      For each point of Permanent POW or associated Rune
			    Magic thrown into a specific task.

    Normal Use of WILL

	As the "unknown" characteristic, it is assumed that the PCs have
    made their WILL rolls up until this point.   However, for starting
    PCs, or to perform incredible feats of heroism, the following is a
    reference guide of typical WILL x (X) rolls necessary to get up
    the courage to perform/resist an action:

	  10        Doing a chore you don't want to do right now
	  9         Not falling asleep when you are very very tired
	  8         Cutting yourself
	  7         Risking your life, when there's a chance of resurrection.
	  6         Doing a Divine Intervention
	  5         Risking your life when there's no chance of resurrection.
	  4         Risking your soul being destroyed (fighting a Vampire)
	  3         Volunteering for a suicide mission (certain death)
	  2         Forcing yourself into activity, when you have broken bones
	  1         Not screaming when tortured
	 1/2        Volunteering for certain destruction of your soul (troops
			fighting the Crimson Bat)

    Magic Use of WILL

	With enough inner strength, you may change the Universe by
    sheer force of Will.   This is the most basic and fundamental form
    of magic, embodied by the Magic Rune.  However, Willing a change
    is extremely difficult.   A roll of WILL as a percentile is the "base"
    necessary to make a minor change, but the multiplier varies depending
    on the difficulty of the change you are attempting to accomplish.
    (More on this below).

	You may even do this within Time, though the Universe is much
    more "solid", and hard to manipulate.  Subtract 100 from the final
    Will roll.  Any number below 0, has no chance of success.

	Forcing your will upon the universe isn't exactly physically painful.
    However, it is incredibly exhausting, not only to the body but to the
    Spirit.   This is discussed later.

    Disadvantages of WILL

	People who have high Wills are stubborn, single-minded, uncompromising,
    and question all authority.   They are often extremely difficult to get
    along with.   As WILL increases, so does the tendency to take on tasks
    (and Heroquests) individually.

	While this is mainly for roleplaying, a game mechanic is also provided:
    any time two heros get into an argument, they must roll under:
    100 - (combined WILL/2) to keep from escalating it.   Each failed roll
    escalates the argument by stages: trifling, minor, major, extreme, final.
    (Some invocations of the Harmony or Disorder runes by others may modify
    this progression).

	Characters with high WILL will also have a tendency to become obsessed
    with certain objects, people, or situations.   Again, if a character is
    presented with the opportunity to fulfill a long sought after goal, he may
    go for it (take, use, find, etc) despite the feelings of others.

	Curiously enough, the Gods understand the Willfulness of Heros, and
    tolerate it.   So Heros are traditionally freed from most godly
    restrictions.   This includes minor Geases, cult ties (90% time, and 90%
    tithe), and minor cult restrictions (such as not having certain spells).
    Note that you are NOT a Hero (even a minor hero) in the eyes of your God
    until you actually meet your God in person.  This isn't always easy.
    Also, major restrictions, such as the Humakti love of Death (i.e. No
    Resurrections), is NOT something a hero can ignore.  Finally, the Gods do
    not actively encourage their Heros to break restrictions, they simply
    understand and forgive if their Heros do.


	NOBODY likes to "use" their Will.   Even legendary Heros don't.
    After a while, if your WILL seems to have little or no effect on the
    situation, characters will become desperate, and then eventually give up.
    To simulate this, there is other "Temporary" characteristic called
    Spirit.    Spirit is to WILL what "Magic Points" are to Power.   The
    Spirit starts at WILL, but drops by one ( 1 ) from every usage of Will.
    If a character's Spirit reaches 0, their "Spirit has been broken".   A
    character with a broken spirit may make NO voluntarily Will rolls, and
    any involuntary Will rolls (resistance) are at 1/2 normal WILL.

	There is an exception: if an unopposed WILL roll is over 100%, then
    no Spiritual loss is charged.   It's easy.

	There is no "storage" of Spirit in magical items, however at the
    GM's discretion certain actions or events may cause to "sustain one's
    Spirit".   ALL rewards are at the GMs discretion.   The standard list is:

	o "Success" -- On completing a task which needed several Will
			rolls, most or all of the Spirit lost will be
			regained.   If the character's Spirit was broken,
			a maximum of 1/3 the Spirit may be regained.

	o "Hope"    -- If a character suddenly sees a way out of a
			predicament, s/he may receive a number of Spirit
			points to either A) Get out, or B) Hang on a bit
			longer (when others are effecting the release).

	o "Responsibility"  -- When a character knows the fate of others
			rides on his or her success, an extra starting Spirit
			bonus of up to x1 WILL may be awarded.  Note this is
			NOT usually the case in a "power gathering" Heroquest.

	o "Hate"    -- Hate can make you strong.   If success means the
			destruction of a hated enemy, then an extra starting
			Spirit bonus of up to x2 WILL may be awarded.   Note
			this is NOT often the case in most Heroquests.

	o "Love"    -- When the fate of a loved one rides in the balance, the
			Spirit may be sustained at a minimum of 1 point, no
			matter what other considerations apply.   Essentially,
			the character gains infinite numbers of Will rolls.
			This is extremely rare.

	In addition to the limitation of Spirit, the character must pay
    a minimum of 1 Temporary POW (Magic) Point for each use of WILL.
    Actually, this number follows a very complex formula, however since
    Temporary POW is so cheap for most Heroquesters, I will not go into it.
    (GMs recommendation: if the Heros try to make large scale changes,
    charge from 5 - 30 Magic Points).

    Modifiers to Will Rolls

	The difficulty of forcing the universe to respond depends on various
    modifiers: the Scope (the area over which the change has effect), the
    Magnitude (the power of the effect you are attempting to achieve), and
    Runic Associations (the relationship the hero has to the Rune of the task
    he is attempting to accomplish).  The mechanic is simple: each Modifier
    acts as temporary MULTIPLIERS to the character's WILL, for the completion
    of the task.  All are subject to GM discretion.

	GM guideline to Temporary Will Modifiers:

	WILL x      Scope
	  1/8       Attempt to change the nature of Glorantha (*)
	  1/4       Attempt to make changes over an entire domain (*)
	  1/2       Attempt to make changes over a battlefield area
	   1        Attempt to make changes to a specific target (line of sight)
	   2        Attempt to defend yourself in a direct attack (not just
			because you happen to be in combat)
	   4        Attempt to defend yourself from a second, similar attack,
			from the same enemy(s).

(*) Note that you must also overcome the WILL of all those within the area
    to make the change.   For overly large areas, this makes it basically
    impossible.  See WILL vs WILL below.

	WILL x      Magnitude
	   0        Alter the Universal Laws
	  1/8       Incredible alterations (e.g. Superhero/Dragon/God Magic)
	  1/2       Huge alterations (e.g. Hero/Chaos Magic or Features )
	   1        Major alterations (e.g. Standard "D.I.", non-reusable R.M.)
	   2        Minor alterations (e.g. Rune Magic)
	   3        Negligible alterations (e.g. Battlemagic)

	WILL x      Runic Association (the relationship with the Task's Rune)

	   0        Invoking a Severed Rune
	  1/4       Invoking a Fractional Rune
	  1/2       Invoking a Minor Rune
	   1        Invoking a Major Rune
	  2-5       Invoking an Tied Rune
	  6-9       Invoking an Allied Rune
	 10-20      Invoking an Embodied Rune
	    ( See Runic Associations below )

	WILL x      Extraneous
	  1/2       If the character acts against a Runic Trait (can be lower
			    -- see below)
	1/2-1/8     To make a permanent change (can be lower -- also almost
			    always requires additional prerequisites.)
	  1/2       If the WILL usage is trivial. ( This divisor increases
			    for extra rolls -- see below )
	  1/2       If the character is in spirit form, attempting to affect
			    an embodied spiritual object (living creature) (*)
	2 - 1/4     Previous successes: Unfamiliar (x1/4) 1-10, Familiar (x1/2)
		    11-100, Practiced (x1) 101-1000, Mastered (x2) 1000+; Very
		    Mastered (x3), and Utterly Mastered (x4) not practicable.
	1/2-1/8     Seems (to PC) very unlikely to succeed.
	  1/4       A spirit attempting to affect an inanimate object. (*)
 	4 - 1/8     Acting with/Attempting to Overcome the original result of
 			    a reenactment (depends on original's "finality")

    (*) When reduced to 0 HP, you may only act as a Spirit until healed.

    WILL vs WILL

	Opponents often WILL opposite effects to occur, especially in combat.
    Resolving contests like this is simple: whoever makes the better modified
    WILL roll (as a multiple) wins.  Ties go to the status quo.

    Length of WILL Use

	There is NO duration on the Hero Plane.    WILL rolls either effect
    a permanent change, or must be maintained by concentration.   (The vast
    majority are the latter).    The character may usually only concentrate
    on one thing at a time.    Unopposed Will rolls over 100% can usually
    be maintained while doing other things, however.

    Rerolling WILL failures

	Characters may reroll WILL failures, but there is a caveat.  In
    addition to the loss of Spirit, the character may never achieve a result

    more than twice as good as the initial roll.  Example: If the original
    roll was WILL x 4, the best future result could be only WILL x 2.   Also,
    if the usage is trivial (i.e. the character doesn't REALLY care about the
    outcome), the WILL divisor fraction increases: 1/2, 1/3, 1/4, 1/5, etc.
    This is determined by the GM.

    Example: An Orlanthi decides to Fly.   He has a 23 WILL, this is a Minor
    Alteration of one of his Major Runes (explained later).   He isn't all
    that worried about not doing this, since it's just to save him from having
    to climb over 50 miles of rocks (would take a few subjective "days" -- big
    deal).   His final roll is: 23 x 2 x 1 x 1/2 = 23% chance.   He rolls a
    36, and can't quite get off the ground.   Being stumped, he decides to
    try again.  He now has a: 23 x 2 x 1 x 1/3 = 15% chance.   Rolling an 11,
    he is off and flying.   He will continue to fly, until he decides to use
    his WILL elsewhere.


	The Runic Associations described above are the association that the
    character has with the rune of the change he is attempting to perform.
    The Runes are more than symbols.   They represent the fundamental aspects
    of creation, and allow the character more power over that aspect of
    creation.  For example, a character Tied to the FIRE rune, can make
    things burn.

	ALL skills and spells have runic associations.   However, due to space
    considerations, they will not be listed here.   GMs are encouraged to use
    common sense.  For every rune, look at a cult who has it as a major aspect,
    and examine the "1/2 price" skills and spells.  Some skills and spells are
    associated with multiple runes; average a PC's rune masteries in this case.

	Every character has a relationship with all Runes (yes, including
    Chaos).   In Heroquest, this is called "Rune Mastery" of a particular
    rune, and ranges from 0% to 100%.    Most mortal beings start with a 10%
    (Fractional) relationship with ALL runes.  There may be alterations
    depending on race and gods worshiped.   (There are relationships above
    100, but they are unattainable by mortals -- runes above 100% are called
    "Aspects" of your nature)

	% Mastery      Relationship
	  (0)          Severed Rune
	 01-19         Fractional Rune
	 20-39         Minor Rune
	 40-59         Major Rune
	 60-79         Tied Rune
	 80-99         Allied Rune
	  100          Embodied Rune

	A PC gets a Allied (80%) relationship when:

	    - The PC becomes a Major Hero of the god who is the embodied
		Aspect of that Rune.

	    - The PC finds the elemental Rune, and Allies himself directly
		with it.

	A PC gets a Tied (60%) relationship when:

	    - The PC becomes a Major Hero of a god who possesses this rune
		as a Major Aspect.

	    - The PC becomes a Hero of the god who is the embodied Aspect of
		that Rune ( Hero of Chalana Arroy is Tied to Harmony, Hero of
		Humakt is Tied to Death, Hero of Red Moon is Tied to the Moon,
		Hero of Orlanth Thunderous is Tied to Air)

	    - The PC finds the elemental Rune, and Ties himself directly
		to it.

	A PC gets a Major (50%) relationship when:
	    - The PC becomes a Hero of a god, who possesses the rune as a
		Major Aspect.   ( Hero of Orlanth Rex is Major in Mastery,
		Hero of Zorak Zoran is Major in Death, etc )

	    - The PC becomes a Rune Lord High Priest of the god who is the
		embodied Aspect of that rune.

	    - All Shamans have a 50% relationship to the Spirit Rune.

	    - The PC is a member of a Great Race associated with that rune...
		Mistress Race Trolls have a Major association with Darkness.
		Iron Dwarfs have a Major association with Stasis.  Etc.

	A PC gets a Major (40%) relationship when:
	    - The PC becomes a Rune Lord High Priest of a god who possesses
		the rune as a Major Aspect.

	A PC gets a Minor (30%) relationship when:
	    - The PC becomes a Rune Lord High Priest of a god who possesses
		the rune as a Minor Aspect.

	    - The PC becomes a Rune Lord or High Priest of a god who possesses
		the rune as a Major Aspect.

	    - A Shaman PC allies himself with a Great Spirit who possesses
		the rune as a Major aspect.

	    - The PC is a member of a Race associated with that rune...
		All men are Tied to the Man rune, Dark Trolls are also Tied
		to Darkness, Elves are also Tied to Plant, Dwarves are
		also Tied to Stasis, Wind Children are also Tied to Air,
		Agamori are also Tied to Fire, Broos are Tied to Beast
		and Chaos (but not Man), etc, etc.

	A PC gets a Minor (20%) relationship when:
	    - The PC becomes a Rune Lord or High Priest of a god who possesses
		the rune as a Minor Aspect.

	    - The PC becomes a simple-Priest (Acolyte) of a god who possesses
		the rune as a Major Aspect.

	A PC gets a Fractional (15%) relationship when:

	    - The PC becomes an Initiate of a god who possesses the rune as
		a Major Aspect.

	    - The PC is a member of a cursed Race associated with that rune...
		Trollkin have a 15% relationship with Darkness,
		Ducks have a 15% relationship with beast.

	A PC gets a Fractional (5%) relationship when:

	    - The PC is a member of a Race Tied to the opposite of that
		rune....  Trolls only have a 5% relationship with Fire,
		Dwarves have 5% relationship with Mobility, etc.

    Sorcerors' spells may also impart a relationship.   For every 10% of a
    spell Tied to a rune, the Sorceror has a minimum 1% relationship.
    These are NOT cumulative.  If the Sorceror has Burn and Summon Fire
    Elemental at 130% and 170%, he has a 17% (Fractional) relationship with
    Fire.   The maximum gainable in this fashion is 30%.
	This effect is two way.   A sorceror cannot go beyond 10 x his
    Runic Mastery in any Spell which uses that Rune in a major aspect.  This
    means all sorcerors are normally limited to 10 x 30 = 300% in most spells
    until they gain more runic mastery from somewhere.

    You MAY NOT "turn down" a relationship with a Rune.   Getting rid of a
    relationship is just as hard, or even harder than gaining one.

    Other Prerequisites for Spell Use of Runes

	While Will can be used to create spell effects, this is by no means
    automatic.   In addition to the higher WILL rolls, the character must
    know the "formula" for the particular Rune spell-effect.    Simply having
    the FIRE rune doesn't give you a Sun Spear.   You may develop this though
    gift, or just enough enough practice "under stress".  (See "Previous
    Successes" in the WILL roll section.)   Runemagic use counts as a
    "success", even within Time, but only up to the level of Practiced.
    Thus, most long time Priests will be Practiced in their god's runic
    abilities (that they have sacrificed for).

    Other Costs for Spell Use of Runes

	Permanent effects also cost the character permanently.   This depends
    on what kind of effect the character is attempting to make.  ANY Permanent
    Major effect costs the character 1 - 10 pts Permanent POW for each
    use (GM determines cost).  ANY Permanent Huge effect costs the character
    2 - 20 pts Permanent POW, plus 1 - 5 pts WILL.  Permanent Incredible
    alterations are beyond the scope of normal Heroquest, but REALLY cost.

    Runes and Skills

	It is easy to learn skills Associated with your Runes.   A WILL roll
    allows you to train in a skill every time you have an opportunity to do
    so.   As time does not exist, a character may spend several hundred years
    perfecting a skill (as long as it interests him).   This bonus lasts up
    until the Special Chance is equal to the Rune Mastery of the associated
    skill.   Note that you can't be "trained", unless you have either gotten
    a check, or have a source of knowledge.  You don't get extra WILL training
    in this fashion, except with special GM permission.

	Example:  Takir, Rune Priest of Lankhor Mhy has just found a book of
    Ancient Law.   In it is +10 Special (50% normal) training in Law, +3
    Special (15% normal) training in Jrusteli History, and +1 Special (5%
    normal) training in World Lore: Cults.  As Takir has a 25% association
    with the Truth rune, with a Will roll he may study the book until he has
    learned it to a max of 25% Special.   Since his Law is already 20%, his
    lack of Truth Mastery prevents him from learning all the book has to
    teach him (he can't quite remember it all).   When he achieves a 30%
    association with the Rune of Truth, he may find new interest in the book,
    learning it up to the max 30% it can teach him.

    POW vs POW

	Basic Power vs Power does not change on the Hero Plane.   In addition
    to making WILL rolls, a character must overcome a targets POW with his
    own for any ranged spell to work.   As both WILL and POW must be beaten,
    this makes ranged spells slightly less powerful than within time.

    Runes In Opposition

	Many Runes have opposites.   Truth/Illusion, Luck/Fate, Harmony/
    Disorder, Light/Darkness, Movement/Stasis, Life/Death.  A characters
    Rune Mastery total may not exceed 100% for Runic opposites.  (i.e. 60%
    Movement means you may only have a maximum of 40% Stasis).   This is
    one of the chief reasons to attempt to sever a relationship with a rune.

	Exception: Runes which have been twisted/modified by Chaos may ignore
    this rule.   Many Chaos heros, and even some Chaos Gods, have opposite
    Chaos runes.

    Disadvantages of Runes (Runic Traits)

	At higher levels of Runic Mastery, the character does not so much
    have control over a Rune, but rather becomes part of it.   This affects
    the personality.   The exact effect is left up to the individual GM,
    but the mechanic is the same.   A percentile die roll under a PC's:
    (Runic Mastery) - (WILL / 5)  means the individual acts in accordance
    to his Runic Personality.

	This isn't necessarily bad.   Any act in accordance with a Runic
    Personality Trait is automatically NOT a "trivial use" if the Runic Trait
    roll is made.   However, acting against a made Runic Trait roll requires
    a Will (x 1) roll.   Even if this is made, the WILL of the character is
    halved on any act which works against the character's Runic Trait(s).

	Note that certain spells have the same effect as "making" one's Runic
    Trait roll.   Specifically Berserker is the standard Runic Trait of Death,
    Seduction is the standard Runic Trait of Fertility, Peace is the Standard
    Runic Trait of Harmony, etc.   Runic Traits are similar between characters,
    but not always the same.    Humakti, for instance, don't go Berserk;
    they become extremely brave (ala Morale).

	Note that characters don't HAVE to attempt their Will roll to stop
    acting against their Runic traits.   The PC must make the WILL roll,
    only made if they want to act contrary to their natures.

    Spirits vs Embodied

	Spirit Combat also exists.   All spirits are visible, and travel at
    twice the speed of embodied creatures.

	Spirits of ANY power may attack an embodied character.   They get the
    number of attacks they did in normal form, however (with rare exceptions)
    do only the normal "magic point" (temporary POW) damage.

	Magical weapons work against the spirits POW as if they were Hit
    points, and magical Shields may be used to parry (forcing the Spirit to
    Impale to hit).  Disembodied spirits are at an extreme disadvantage,
    unless they massively overpower those whom they are attacking.

	Spirits also have a reduced WILL when attempting to attack the physical
    plane.   Their WILL is halved on all interactions with physical things
    occupied by a Spirit (such as living creatures), their WILL is quartered
    when dealing with inanimate objects.

    Spirit Blood

	Temporary POW which is lost as a result of spirit combat does not
     disappear.   It remains and pools like glowing blue blood.   This may
     be ingested by characters, restoring Temporary POW lost.

    All Inclusive Example Exercising The Rules:

	Grunnik, has just polished off the lesser demon.   It lies, alive but
	broken on the field before him.  Despite its broken body, the Demon is
	not dead.  This is a natural process within Time, but does not have
	any effect on the Hero Plane.

	As Grunnik is Berserk, he automatically makes his Runic Trait: Death.
	Screaming "DIE DIE DIE", he attempts to part the demon's spirit from
	its broken body.

	Grunnik has a Will of 32, and Death as a Major aspect (he is a Rune
	Lord High Priest of Zorak Zoran).   He is attempting a permanent change
	(Death), satisfying the prerequisites for this change: destruction of
	the target's body.   (This is one of the easiest permanent changes to
	make - Death is a powerful rune).   His final roll is: 32 x 1 (Major)
	x 1 (applied to a Target) x 2 (Minor alteration) x 1/2 (Permanent
	Change: Death) = 32.   He rolls a 17, under x1 his WILL, but just
	missing 1/2 his WILL roll.

	To save itself from Death, the demon must counter with its own Will
	roll.   It has a WILL of 41, but unfortunately also has Death as a
	Major aspect (55%).   The demon must first roll more than (55 - 41/5 =)
	47% to avoid following its own Runic Trait: Death.  It rolls a 96,
	making it easily.   If it had not made this, it would have had to roll
	its Will roll (41%) to avoid applying Death to itself.   Even so,
	its Will would have been halved to resist Grunnik's Will.

	The demon is defending itself from a personal attack (WILL x 2), and
	is attempting a Minor Alteration (defense).   However, must use Life
	in defense of the Death from Grunnik, for which it only has a 8%

	(Fractional) association.  Also, because its body is broken, it can
	only act as a Spirit.  Its roll is: 41 x 2 (personal defense) x 2
	Minor Alteration x 1/4 (Fractional) x 1/2 (Spirit) = 21%  Will roll.
	The demon rolls an 85%, getting Will x 4.   Not good enough.  It dies.

	The Demon isn't finished yet however.   It decides to attack, clawing
	at Grunnik's spirit.   The Demon has two claws, and a 51 POW.   As
	Grunnik has no special protections, the spirit only needs a Level 1
	success (a hit).  It easily overcomes Grunnik with both claws,
	draining 2 and 1 point of temporary POW.

	Grunnik replies with his Maul.   The Maul does no damage, however the
	4 points of Crush and Bludgeon do.   Grunnik hits doing 16 points
	of temporary POW damage to the spirit.

	At this point the demon decides to flee.   Grunnik decides to leave
	it, feasting on the 16 pts of spiritual blood left.

    Prizes of Victory/Agony of Defeat

	Few creatures have the ability to actually apply Death to those whom
    they defeat.   However, there are other things you may do with/to those
    whom you defeat.   A character may attempt to wrest something from a
    defeated foe, or curse them, etc.

	When reenacting a shadow, it is very difficult to gain more than what
    was gained in the original event; same thing can be said for loosing
    things as well.

	Here are a few classical prizes of victory:

	Annihilation -
	    A Permanent "Huge alteration".  Invoking the primal RUNE of Chaos
	to utterly destroy the foe.   Even the victim's memory fades.

	Corruption of Chaos -
	    A Permanent "Major alteration".  Gives the victim extra Runic
	Mastery of Chaos.  This will lead to the victim being forcibly turned
	chaotic.  (Note: The Death rune can sever this like anything else, but
	at the cost of the character's life).

	Absorbing your Victim -
	    Take a portion of your foe and eat it, attempting to absorb
	a Rune power contained therein.   A Major alteration to remove it
	from your victim preserving its nature, a Permanent Huge alteration
	to incorporate it into yourself.   (Via Runes of Darkness or Chaos.)

	Using a piece of your Victim -
	    Take a portion of your foe, and attempt to use it independently
	of yourself (using a scorpion's stinger, the victim's head, etc).  A
	Major alteration to remove the body part preserving its nature, a
	Minor to Major alteration to use the item.  (Via various Runes -
	Mastery is one; Chaos is another)

	Robbing your Victim -
	    Take an item from your foe (if it has one).  A Minor alteration
	to use the item.   ( Via Rune that activates the item )

	Recruiting your Victim -
	    Persuading your foe to become one of your followers.  ( Harmony
	or Mastery Rune )    Many permanent relationships are formed this way.
	A classic Orlanthi prize.

	Enslaving your Victim -
	    Using your foe as an unwilling slave.  ( Death, Darkness, Chaos,
	Disorder, or Mastery Rune )    Often the slave may escape or be freed.

	Imprisoning your Victim -
	    Freezing the victim where he is, ending his path permanently (or
	until freed).   ( Stasis Rune )

 	Killing your Victim -
 	    A permanent "minor alteration" which parts the spirit from the
 	physical form.  (Via the Death rune)

	Stealing Magic (Temporary POW) from your Victim -
	    Stealing temporary POW up to your maximum from your victim.
	(Via the Magic, Spirit, or Undeath Rune )

	Stealing permanent POW from your Victim -
	    Stealing Permanent POW.  (Via the Undeath Rune )

	Healing your Victim -
	    Undoing curses of violence or chaos.   Creatures who have been
	unwillingly turned chaotic usually must be subdued before they can
	be healed ( Harmony or Fertility Runes ).   Note also, that some
	creatures (such as Vampires) do not WISH to be "healed".

    Pacts with the Old Powers

	Not all encounters on the Hero plane are ones of violence.   Often
    you may be treated favorably if you treat other beings with respect
    ( often this must be fawning bootlicking ).  Having Mastery of the Harmony
    rune is often a good thing if you wish to talk to some creatures --
    failing that, Mastery of the Mobility rune is another big plus.

	When Time was born, many immortal beings were frozen out.   There
    were many reasons for this, but the biggest two were either that they
    were unable or unwilling to support Time.    "Now" they want back in.

	Those Unwilling to Support Time
	    Chiefly these were chaos demons, but there were a few holdouts
	among the great spirits.    These creatures wish to directly oppose
	the will of Time, and seek a conduit to bring their physical form
	into Time so as to continue their physical existence.   However,
	they need mortal sponsors to help get them past the barriers Time
	has erected.   The classic archetype of this type of creature is
	the Crimson Bat.

	Those Unable to Support Time
	    Wounded gods, Great Spirits who too busy defending themselves
	to give Time any power, and Chaos gods who see which way the wind
 	is blowing.   These gods originally did not (or could not) accept
 	Time, and so were locked out.   However, they now accept the rules
 	of Time, and wish mainly to start a cult within time to gain
 	worshipers.  Again, they need help from mortal beings to do this.

	Gods, demons, and great spirits cannot, of course, force characters
    to worship them.   However they can offer enticements.  Power is one.
    Additional Runic Mastery is another.    These may be sealed with pacts
    strong enough to affect one's Word, Power, and Soul.

    Word Pacts

	A simple agreement.   I'll do this if you do that.    You bring this
    to me, and I'll give you that.   This is not the easiest pact for a
    character to forge, because there is often little that a great spirit
    wants.   ( It's easier with demons, because often all they want is IN. )
    Sorcerors, and Priests of Issaries are the greatest masters of this kind
    of pact.  Gods are not usually jealous of you having a Word Pact with
    other spirits, as long as they aren't Chaotic -- it is even expected
    of Issaries heros.

	There is no penalty to breaking such a pact, unless the character is
    foolish enough to return to the same spot on the Hero plane.   On the
    other hand, there is no guarantee that the Spirit or Demon will keep its
    pact with you!

    Power Pacts

	Most Characters are intimately familiar with Power Pacts, for this is
    what it means to become a Cultist.  Being an Initiate, Priest, or Lord
    are all power pacts, as are binding spirits.

	A Power Pact requires the sacrifice of 1 or more permanent points of
    POW.   The minimum 1 POW is not given to the other being, but rather
    sets up a Link between the two creatures by which other things may be
    granted.   Both sides are wary of making such a pact, because it is a far
    more intimate relationship.

	Because of this, Gods and Spirits are jealous of their Power Pacts.
    They prefer worshipers have no other pacts, or at the minimum, pact with
    friends they have pacted with (Associated Gods).   It is a very exceptional
    individual who can persuade gods into simultaneous Pacts.   It is easier
    for Shamans, because Great Spirits are often much more desperate for

	Creatures in a Power Pact understand each other very well.   They
    can often influence each other with their opinions.   The gods especially
    fear this, knowing that too many worshipers who secretly wish to change
    them may accidentally do so.   This is why cults are so restrictive
    in their membership, even in a polytheistic society.

	Breaking a Power Pact cannot be accomplished before the injured party
    gets to curse you.   Although this is usually from spurned god to mortal
    (in the form of a Spirit of Retribution), few realize that the opposite
    holds true as well; if a god reneges on a promise, you may curse him.
    Don't laugh.  It's happened.

    Soul Pacts

	These are the most intimate Pacts of all.  Powerful and dangerous,
    they are also called Will Pacts.   Each bargainer gives an elemental piece
    of him/herself into a merged whole.   This does many things.   Both may

    share all knowledge, magic, innate powers, rune masteries, and the Will
    of both may be brought to bear on things that all agree upon.   However
    if there is a disagreement, a WILL vs WILL roll is necessary to determine
    which course is taken.

	Soul Pacts may be limited in nature, so as not to subsume either
    personality.  The more Limited, the less power that is shared.  However,
    even limited Soul Pacts often eventually result in a slow merging of
    personalities.   It depends on the exact nature of the pact.

	Breaking a Soul Pact is extremely difficult, if not impossible.
    The character must first WANT to break the pact, which requires a Will
    roll; if one member of the pact wants the pact to remain, then this
    Will roll must overcome the other.    Second, breaking a Soul Pact is
    at least a Major alteration (for the most limited of Pacts).   For
    greater Soul pacts, it's a Huge or Incredible alteration.

    Final Notes

	Much of what has been discussed previously is known to the peoples
    of Glorantha.   Much of it is not.   And most of it is truth filtered
    through one perspective or another.   While you or I might think it's
    crazy to consider a Soul Pact with a Chaos Demon, such things do happen
    with reasonable regularity.

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