New HeroQuest rules for Gloranthan Feats

From: jeffrichard68 <richaje_at_...>
Date: Fri, 28 Aug 2009 17:17:36 -0000


Cross-post from the World of Glorantha list: The new HeroQuest Core Rules contains a short Glorantha Appendix giving an overview of how Gloranthan magic works using HeroQuest. Unlike in HeroQuest 1 or RuneQuest, the core Gloranthan runes themselves are now the basic engine for performing Gloranthan magic. This is a big change from earlier versions of the rules and is worth looking at even if you are using RuneQuest or BRP for your Gloranthan games.

An equally big change from the previous rules is how divine magic feats are handled. Previously, a feat was just a spell with a name like Run Fast or Think of the Children. Feats have been completely overhauled in the HeroQuest Core Rules:

Feats
As a devotee, you may perform magical feats. When you become a devotee you learn one feat, and can learn additional feats by overcoming a small plot obstacle and spending a Hero Point. A feat is a repetition of one your god's mythic deeds. With a feat, you can fully identify yourself with your god and perform his magic as though you were the god. When you use a feat to accomplish a goal, you use the rune affinity rating, and may use it directly.

Using a feat allows you to channel the full power of your god or the myths associated with him. Using a feat is not an invisible act: the devotee always exhibits some form of manifestation of the powers at his disposal. He might appear to grow larger, burn with an inner glow, crackle lightning from his fingertips, or even start to physically resemble the commonly understood images of his god. When using feats, players should have some idea of how this power manifests and weave it into their description.

Feats are associated with a specific rune affinity. Some feats are broad and have many powers associated with them; however, they also place the most restrictions on the devotee's actions. Others are narrow and have few restrictions other than emulating the god. In some cases (such as due to a directed improvement or heroquest), feats are given a rating other than the affinity's. Write this as "+2" or whatever, as if it were an ability within a keyword. Initiates can gain feats in this fashion.

You can create feats that are appropriate to the myths of your cult. A feat should be described in about 50 to 100 words that gives the scope of its powers and any restrictions on its use.

Example:
Darvargast is a devotee of Helamakt and knows the Sivin Feat. This is the event where Helamakt defeated the elves by blinding them and then burning down their forests with lightning and winds. When Darvargast invokes this feat, he rises into the air, can blind elves, hurl down mighty lighting bolts against their woods, and fan fires with his winds. Everything he does as Helamakt is a very specific ability, which makes it extremely difficult for the elves to defend against him.

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