You can discuss them with the players, or just let it ride until the player gets a brainstorm about what the thingy does. Kathy does both of these in the example on page 22. The item might be the source of an additional ability or abilities, or an augment-only item; a mere possesion, or a retainer, or a sidekick; a hideously powerful item that's hard to control, or a bog-simple item that the village idiot can use with pefect ease. You are well within your rights to veto or moderate an item if it seems too powerful, or just start the character's use of it at 13 - "Sure, it's StormBringer, but you haven't mastered it yet...".
There was a a lot of discussion of what a thunderstone could do in one of the lists (http://groups.yahoo.com/group/HeroQuest-rules/message/6738 is the start of at least one of the discussions).
As far as starting characters, I'd rank them at ~50-60% in RQ in their Ability 17 skills. I never really liked the "Okay! You have 25% in your best skill, now let's go out and clobber them!" theory of gameplay fostered by D&D and RQ (frankly, most of all the systems out there...).
RR
It is by my order and for the good of the state that the bearer of this has
done what he has done.
- Richelieu
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