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15:53, 27th April 2024 (GMT+0)

Heroquest thread.

Posted by GMFor group 0
GM
GM, 7534 posts
Fri 25 Sep 2015
at 08:52
  • msg #1

Heroquest thread

For those of you who want to stat a character in HQ.

I'll happily help if you need it.
Sand Fox
NPC, 39 posts
Red Thorn
Ranger
Sat 26 Sep 2015
at 10:17
  • msg #2

Heroquest thread

An example

Sand Fox the Handsome Wandering Ranger
Storm 13
Death 20 (+3)
Spirit 1W
Praxian Tradition Man, Beast
Waha Spirit Society Death, Mastery
Sharp lance death +1
Kill foreigner death +1
Javelin of death death +1
Placate spirit mastery +1
Blend in (Manul) harmony +1

Repel insect disorder +1

Cultural Keyword
Praxian Bison Tribe 13

Community
Red Thorn Clan 18 (+5)
Son of Darga No Nose +1

Occupational Keyword
Wandering Ranger 1W(+4)
Earth sense +1
Bronze broadsword +1

Distinguishing Characteristic
Handsome 17

Bound spirit 13

Flaws
Secretly loves a friend 2W

Five additional abilities
Bound spirit
Earth sense
Repel insect charm
Bronze broadsword
Son of Darga No Nose

5 free charms
Sharp lance death
Kill foreigner death
Javelin of death death
Placate spirit mastery
Blend in (Manul) Harmony
This message was last edited by the player at 10:17, Sat 26 Sept 2015.
Leaper
NPC, 27 posts
Thunder Clan
Condor
Sat 26 Sep 2015
at 10:55
  • msg #3

Heroquest thread

Leaper the diminutive Wandering Ranger

Storm 13
Movement 7W (+10)
Move quickly+1
Leap +1
Spirit 1W
Praxian Tradition
Waha Spirit Society(Death, Mastery)
Orlanth Society (Movement) ThunderBird, Lightning Boy
Violent Raid +1 Death
Kill Foreigner +1 Death
Lightning bolt+1 Storm
Hurt Chaos +1 Death
Watch for danger +1 Mastery
Placate spirit +1

Praxian Impala rider 13

Thunder Clan 13

Wandering Ranger 19 (+2)

Diminutive 17

"Hail"
Magical Bow 7W
Unending arrows +1
Eagle eyed +6


Impala Companion
Impala 7W
Leap+1
Energetic 18

5 abilities
Placate spirit
Magical Bow companion
Impala Companion
Leap
Move quickly

5 free charms
Violent Raid +1 Death
Kill Foreigner +1 Death
Lightning bolt+1 Storm
Hurt Chaos +1 Death
Watch for danger +1 Mastery
GM
GM, 7550 posts
Sat 26 Sep 2015
at 10:55
  • msg #4

Heroquest thread

I haven't written any Taboos yet for them.
GM
GM, 7555 posts
Sun 27 Sep 2015
at 08:27
  • msg #5

Heroquest thread

Wandering Ranger would cover many of your skills, such as combat, riding etc.

Your Praxian ability would also cover many of these too, such as survival, riding, local knowledge.

Having an ability of scout +1 under either keyword would make sense for Condors. Boast for Thunderbirds, sneak or lie for Ravens.

Your special ability from your feathered rival would come under your spirit rune as a charm. (I'll allow this as a free ability)

Your Feathered rival spirit can be a retainer (I'll allow this as a free ability)

Same for those with bound spirits, these can be taken as a free ability at 13 or as a companion familiar if in an animal.
This message was last edited by the GM at 08:28, Sun 27 Sept 2015.
Kobal
player, 1089 posts
Bison clan
Thunder Bird
Mon 28 Sep 2015
at 14:38
  • msg #6

Re: Heroquest thread

Still haven't had time to read through the HQ rules.  For now I've just had a go at the character creation process on pages 34-35 of HQ Glorantha, and have just used the starting values suggested on those pages.  Those pages don't specify what values the flaws should have, so I've just used the same values as for the 3 runes (ie 1W, 17 and 13)

Kobal the Wandering Ranger, scion of tribal elders

Cultural keyword:
Bison Tribe 13

Community:
Prairie Thunder Clan 13

Occupation keyword:
Warrior (heavy cavalry) 17
  Big and strong as a bison 14
  Brawler 14

Elemental rune: Air 1W
Power rune: Death 17
Third rune: Mastery 13

Distinguishing characteristic:
Charismatic 19 (+2 added in character creation)

Other abilities:
Forespeak weather 1W (+7 added in character creation)
Silver tongued 16 (+3 added in character creation)
Speaker to spirits 13

Flaws:
Suspicious of outsiders 1W
Hate Zakeen Two Thumb 17
Dislikes caves 13
This message was lightly edited by the player at 14:39, Mon 28 Sept 2015.
Ohanzee Shappa
player, 2249 posts
Rhino Rider
Raven Follower
Mon 28 Sep 2015
at 17:15
  • msg #7

Re: Heroquest thread

So here is what I have so far for Ohanzee. This is based on how he is now but does not take into account how he has had and lost in several cases extra belongings and does not list the exotic (by Praxin standards) but mundane things. He has acquired several rune spells both single and reusable so I felt obliged to bump his Spirit rune to take this into account, though this also reflects his growing abilities in dealing with spirits too. He has also acquired and still has magic items that would be charms though one is a 3 shot item.

Characteristic:
  Inquisitive 1W (+3)

Occupation:
  Wandering Ranger 1W (+3)
    Earth sense +1
Sneak +1
Bend the truth +1

Culture:
  Rhino Rider Tribe 13

Community:
  Sky Watchers 13

Relationships:
  Retainer: Eyota [Darkness] 13 (free Raven ability)

Runes:
  [Darkness] 17
  [Spirit] 6W (+5)
    Praxian Tradition [Man][Beast]
      Waha Spirit Society [Death][Mastery]
      Orlanth Society [Movement] ThunderBird, Lightning Boy
  Raven Spirit Society [Darkness][Movement][Beast]
    Charms:
      Make 'em laugh, make 'em cry [Mastery] +1 (free Raven ability)
      Wanna peace of me! [Harmony] +1 (lead pipe)
      Nice shot [Death] +1
  Your magics don't effect me [Disorder] +1
  There you are [Spirit] +1
  Gotcha [Spirit] +1
  Zap Crack [Disorder] +1
  Ruffle my feathers [Darkness] +1
  Prey on the Web [Beast] +1
  [Disorder] 13

Items:

Flaws:
  Inquisitive 1W
  Rules are for others 13

Ability points spent: 12/12
  Inquisitive 3
  Wandering Ranger 3
  Spirit 5
  Sneak 1

Additional things spent: 5/5
  Bend the truth 1
  Earth sense 1
  Wanna peace of me! [Harmony] +1 (lead pipe)
  Prey on the Web [Beast] +1
  Nice shot [Death] +1
GM
GM, 7563 posts
Mon 28 Sep 2015
at 17:22
  • msg #8

Re: Heroquest thread

Great first character Kobal.

Flaws are your highest ability score, then second highest then lowest. Perfect.

By not taking a spirit rune you are one of the Empty. Which would mean you couldn't be a follower of Thunderbird. That said it means you can eventually become a devotee of Waha and a great hero (and Khan). This is because unlike those who have a spirit rune you have both of Waha's runes.

Slight changes
Warrior (heavy cavalry) 17
  Big and strong as a bison +1
  Brawler +1

The +1's are counted as18

You can have Forespeak weather13 as a free ability so you can choose one other. Plus I'd stick that under your air rune as a +1

Plus you can take Haaro as a companion
Companions start with three abilities, one rated
at 17 and the others at 13. Any of these abilities may
be a keyword. At least one of them should indicate
a personality trait. p50

Eg
Manul cat 7W
Elusive +1
Movement Rune 18 or maybe spirit?

I'd stick Emesh-Ga's helmet in there as an ability too perhaps.
GM
GM, 7564 posts
Mon 28 Sep 2015
at 17:25
  • msg #9

Re: Heroquest thread

Awesome Ohanzee.

Flaws should be
  Inquisitive 7W
  Rules are for others 6w

Which fits lol.
Ohanzee Shappa
player, 2250 posts
Rhino Rider
Raven Follower
Tue 29 Sep 2015
at 07:56
  • msg #10

Re: Heroquest thread

In reply to GM (msg # 9):

That certainly does fit, though he doesn't have an ability at 7W. The Flaws rise (or fall, do these things ever fall?) with the ability that they are linked with right? What happens if a top ranking ability is overtaken by another, would the flaw jump ship and tag itself to the new highest ability?

Anyway, wouldn't be likely to raise the characteristic inquisitive so I'd swap that with Schemer and keep the Inquisitive as separate flaw. That way it would rise with the ability.

Leave the Schemer at 17

I totted up the numbers wrong previously, it is of course +4 to rise from 17 to 1W but swapping the Inquisitive for Schemer and leaving it at 17 gave me 2 points to spare so bumped Wandering Ranger with those.

The charm Gotcha [Spirit] +1 represents the Spirit Binding he started with. Arguably could this be Gotcha [Stasis] +1 as it is a binding nature? This would give him access to a rune that is opposed to his own nature.

Characteristic:
  Schemer 17

Occupation:
  Wandering Ranger 3W
    Earth sense +1
    Sneak +1
    Bend the truth +1

Culture:
  Rhino Rider Tribe 13

Community:
  Sky Watchers 13

Relationships:
  Retainer: Eyota [Darkness] 13 (free Raven ability)

Runes:
  [Darkness] 17
  [Spirit] 6W (+5)
    Praxian Tradition [Man][Beast]
    Waha Spirit Society [Death][Mastery]
    Orlanth Society [Movement] ThunderBird, Lightning Boy
    Raven Spirit Society [Darkness][Movement][Beast]
    Charms:
      Make 'em laugh, make 'em cry [Mastery] +1 (free Raven ability)
      Wanna peace of me! [Harmony] +1 (lead pipe)
      Nice shot [Death] +1
      Your magics don't effect me [Disorder] +1
      There you are [Spirit] +1
      Gotcha [Spirit] +1
      Zap Crack [Disorder] +1
      Ruffle my feathers [Darkness] +1
      Prey on the Web [Beast] +1
  [Disorder] 13

Items:

Flaws:
  Inquisitive 1W
  Rules are for others 13

Ability points spent: 12/12
  Wandering Ranger 6
  Spirit 5
  Sneak 1

Additional things spent: 5/5
  Bend the truth 1
  Earth sense 1
  Wanna peace of me! [Harmony] +1 (lead pipe)
  Prey on the Web [Beast] +1
  Nice shot [Death] +1
This message was lightly edited by the player at 08:09, Tue 29 Sept 2015.
GM
GM, 7567 posts
Tue 29 Sep 2015
at 08:42
  • msg #11

Re: Heroquest thread

All of your charms are at 6W +1  which is 7W

your next lowest is therefore 6W.

Inquisitive 7W
Rules are for others 6W

They are certainly flaws that would come up often!

Good point  though. I shall go ask the god learners.

Flaws
Many great fictional characters are defined as much by
their humanizing flaws as by their positive qualities. You
may assign up to three flaws to your hero. Common flaws
include:

Personality traits: surly, petty, compulsive.
Physical challenges: blindness, lameness.
Social hurdles: outcast, ill mannered.
Most flaws are assigned a rating equivalent to your
abilities. Your first flaw is rated at your highest ability, your
second shares the same rating as your second-highest
ability, and your third equals your lowest ability.

Certain keywords include flaws. Flaws gained through
keywords do not count against your limit of three chosen
flaws. All flaws after the third are given the same rating as
your third ability. You may designate flaws from keywords
as your first or second-ranked flaw.
When flaws manifest during play, the Game Master
places you in a contest against them, and uses the flaw as
the difficulty of your efforts to overcome the flaw.
This method applies to flaws that primarily present
the hero with additional obstacles to overcome.
Game Masters may decide during play that certain
flaws are better expressed as penalties to your attempts
to overcome other obstacles. Divide the value by 5 and
round down (a flaw of 19 imposes a –3 penalty). This
is appropriate where you specify that your ability to
solve problems drops under certain specific conditions.
Examples might include:
Hated by trolls
Always insulting to Lunars
Marked for death by Black Fang assassins
Can’t stand dogs
Cursed by a god.
When assigning numeric values to flaws, you can mix the
two types.
Some groups find flaws enormously useful in
humanizing their heroes. Another train school of thought
considers them unnecessary at best, and more often
actively troublesome. Often, heroes’ dominant flaws do
not appear on their character sheets; they arise more or
less unconsciously from the player’s style, in the course
of the story. The heroes may be played as, to name a few
common examples, cowardly, dominating, or reflexively
dishonest. Heroes with both imposed and spontaneously
occurring flaws are generally too unlikable to support the
dramatic weight of an ongoing story.
A worse problem with flaws occurs when a spotlighthogging
player uses them to exert control over the rest of
the group. Many so-called flaws are in fact fun to play, in
a very selfish sense. They exert more of a disadvantage on
the other players, who have to work around them to get
to their goals, than on the hero they’re supposed to harm.
Players who use flaws to stop the story and focus attention
on themselves shouldn’t find active encouragement for
their disruptions in the game rules.
Many so-called flaws are in fact abilities in disguise,
and should be treated as such. If being, say, vengeful or an
outcast can ever work to your advantage in a conflict, it’s
not a flaw, and can’t be had for free.
However, you might not realize that a flaw can be
useful. If during play what seemed only detrimental
could be of use, with Game Master approval you can
spend a Hero Point (see page 105) and convert it to a
regular ability for your character.
GM
GM, 7568 posts
Tue 29 Sep 2015
at 08:47
  • msg #12

Re: Heroquest thread

I think Bend the truth would not be a Wandering Ranger ability, more likely a Disorder ability. But that's just my opinion.
Ohanzee Shappa
player, 2252 posts
Rhino Rider
Raven Follower
Tue 29 Sep 2015
at 09:12
  • msg #13

Re: Heroquest thread

Of course, I never thought of the breakouts like that. So that's

Inquisitive 7W
Rules are for others 6W

From how he is/has been I think I'd also add the flaw

Impulsive 3W

I agree with Bend the Truth being a breakout from Disorder.
GM
GM, 7573 posts
Tue 29 Sep 2015
at 14:47
  • msg #14

Re: Heroquest thread

Ohanzee some extra  abilities you can have for free. Individual magical items can be given cool names

Spider Fetish (spirit) 13

Fly Fetish (spirit) 13

Zola Fel Fetish 13


Relationships
Shallow Water Folk 13
Trader’s daughter 13 (can't remember her name of hand)

Mark of the river 13

Speedart matrix 13

Lead armour 13

Enchanted spider web 13

Magical bull roarer (spirit) 13

Then you can spread an extra 5pts amongst you abilities. 2pt to raise a keyword by 1pt.
GM
GM, 7578 posts
Wed 30 Sep 2015
at 08:48
  • msg #15

Re: Heroquest thread

Few things about flaws, taken from the Glorantha google+ site.
https://plus.google.com/109260...25/posts/fuxqEgEPMPi

quote:
Flaws are created at character generation. They don't go up (or down) except as the result of play. HQG p35 "Describe up to 3 flaws. One can be a distinguishing characteristic if you want." You don't have to have any! For Praxian characters I recommend that you don't take Flaws as your charm taboos are the equivalent.


quote:
Flaws are set at character generation, but do not auto-increase or decrease.  If a character has to roll against a Flaw in game, usually a good roleplaying opportunity, and gets a complete victory or complete defeat then I'll generally rule that the Flaw increases or decreases accordingly.

Ohanzee Shappa
player, 2259 posts
Rhino Rider
Raven Follower
Wed 30 Sep 2015
at 09:24
  • msg #16

Re: Heroquest thread

I think that I'd still take the three flaws since they are a significant influence over his actions, they are his character. I don't think that a taboo would be as influential over him as his very nature in these areas.
GM
GM, 7579 posts
Wed 30 Sep 2015
at 09:53
  • msg #17

Re: Heroquest thread

Ohanzee Shappa:
I think that I'd still take the three flaws since they are a significant influence over his actions, they are his character. I don't think that a taboo would be as influential over him as his very nature in these areas.


Very true. I'm a big fan of flaws.
Ohanzee Shappa
player, 2283 posts
Rhino Rider
Raven Follower
Fri 2 Oct 2015
at 14:27
  • msg #18

Re: Heroquest thread

Right here we go. I had done half of the matrices as charms so clawed back a couple of points spent on more relationships and the extra 5 points spent on one more relationship and the rest on bumping Disorder :)

Characteristic:
  Schemer 17

Occupation:
  Wandering Ranger 3W
    Earth sense +1
    Sneak +1

Culture:
  Rhino Rider Tribe 13

Community:
  Sky Watchers 13

Relationships:
  Retainer: Eyota [Darkness] 13 (free Raven ability)
  Shallow Water Folk 13
  Tella Falabdur 13
  Mark of the river 13
  Indigo Hue 13
  Oglod 13
  Quinta Ruvallena 13

Runes:
  [Darkness] 17
  [Spirit] 6W (+5)
    Praxian Tradition [Man][Beast]
    Waha Spirit Society [Death][Mastery]
    Orlanth Society [Movement] ThunderBird, Lightning Boy
    Raven Spirit Society [Darkness][Movement][Beast]
    Charms:
      Make 'em laugh, make 'em cry [Mastery] +1 (free Raven ability)
        Taboo: Never ignore a chance to entertain
      Wanna peace of me! (Glamour matrix) [Harmony] +1
        Taboo: If they aren't an enemy try talking
      Your magics don't effect me (Countermagic) [Disorder] +1
        Taboo: Show your contempt for those whose spells do not overcome you
      There you are, Gotcha! (Detect spirit & Spirit binding) [Spirit] +1
        Taboo: Never pass up the chance to bind a spirit
      Zap Crack (Disruption) [Disorder] +1
        Taboo: Throw an insult when you throw my spell
      Ruffle my feathers (Shimmer) [Darkness] +1
  [Disorder] 15
    Bend the truth +1

Items:
  Spider Fetish [spirit] 13
  Fly Fetish [spirit] 13
  Zola Fel Fetish [Water] 13
  Nice shot (Speedart matrix) [Death] 13
  Lead armour 13
  Prey on the Web (Enchanted spider web) [Beast] 13
  Bellowing bull (Magical bull roarer) [Spirit] 13

Flaws:
  Inquisitive 7W
  Rules are for others 6W
  Impulsive 13

Ability points spent: 12/12
  Wandering Ranger 6
  Spirit 5
  Sneak 1

Additional things spent: 5/5
  Bend the truth 1
  Earth sense 1
  Wanna peace of me! (Glamour matrix) [Harmony] +1
  Oglod 1
  Quinta Ruvallena 1
This message was last edited by the player at 17:35, Sun 04 Oct 2015.
GM
GM, 7605 posts
Fri 2 Oct 2015
at 16:47
  • msg #19

Re: Heroquest thread

Looks good.

Just need a taboo for each of the charms.
Ohanzee Shappa
player, 2285 posts
Rhino Rider
Raven Follower
Sun 4 Oct 2015
at 17:38
  • msg #20

Re: Heroquest thread

Added taboos and made Detect spirit & Spirit binding the same fetish since they go together nicely.
Kobal
player, 1095 posts
Bison clan
Thunder Bird
Mon 5 Oct 2015
at 06:54
  • msg #21

Re: Heroquest thread

GM:
Few things about flaws, taken from the Glorantha google+ site.
https://plus.google.com/109260...25/posts/fuxqEgEPMPi

quote:
Flaws are created at character generation. They don't go up (or down) except as the result of play. HQG p35 "Describe up to 3 flaws. One can be a distinguishing characteristic if you want." You don't have to have any! For Praxian characters I recommend that you don't take Flaws as your charm taboos are the equivalent.


Interesting, though seems tough to have to take a taboo for each charm (not that I know what a charm entails in HQ).

Will update my character when I have more time...
GM
GM, 7615 posts
Mon 5 Oct 2015
at 08:19
  • msg #22

Re: Heroquest thread

Kobal:
GM:
Few things about flaws, taken from the Glorantha google+ site.
https://plus.google.com/109260...25/posts/fuxqEgEPMPi

quote:
Flaws are created at character generation. They don't go up (or down) except as the result of play. HQG p35 "Describe up to 3 flaws. One can be a distinguishing characteristic if you want." You don't have to have any! For Praxian characters I recommend that you don't take Flaws as your charm taboos are the equivalent.


Interesting, though seems tough to have to take a taboo for each charm (not that I know what a charm entails in HQ).

Will update my character when I have more time...

That's true. With 9 of you that would make a minimum of 45 taboos to keep track of. Imagine a whole tribe with five taboos each!
GM
GM, 7617 posts
Mon 5 Oct 2015
at 10:35
  • msg #23

Re: Heroquest thread

some ideas on Flaws from David Scott

 Taboos really shape how characters work, that's why it's important to do them collaboratively as per the rules with the GM having a final say. That way the really awkward ones that won't fit in with the group are passed by (taboos not players:-). Try not to make them too complicated. I've got a sample list of charms and taboos for the main Prax book, I've meaning to cut sit down for HQG...

Here's some sample Tradition charms (man)(beast). Most of the man rune charms come from Daka Fal. (Rune) Charm/Taboos/object:

(man) Harden bones/Always eat a little bone/Leg bone tattoo
(man) Overcome pain Must/have a bone through nose/Nose bone
(man) Stop bleeding/Accept no healing after a fight/Tiny strip of leather soaked in own blood
(man) Stay awake/Must have a body piercing/Painted open eyes on headband
(man) Defer meal/Never eat other herd beasts/ Necklace of other four herd beasts

note that the taboos are not fixed to these charms:

(man) Harden bones/Always eat a little bone/Leg bone tattoo

or

(man) Harden bones/carry a human leg bone (ancestor maybe)/Leg bone

could also be

(man) Tough body/Always wear a helmet/helmet.

It does basically the same thing
Ohanzee Shappa
player, 2336 posts
Rhino Rider
Raven Follower
Mon 12 Oct 2015
at 08:36
  • msg #24

Re: Heroquest thread

Drake Pirate Roberts!

Characteristic:
  Cavalier 17

Occupation:
  Duckaneer Captain 17

Culture:
  Inhuman anatomy: Durulz 17

Culture:
  Zola Fel 13

Community:
  North Bog Duckaneers 13

Relationships:
  Contact: Lanbril in Pavis 15
  Contact: Lanbril in Corflu 15
  Companion: Ganderdalf
    [Law] 3W (+6)
      Grimoire: Mysterious ways of the Eastern Water Dragon
Eastern Durulz 18 (+5)
Enigmatic 17 (+4)
  Retainers: Duck 'n' Dive Crew

Status:
  Initiate Zola Fel
  Initiate Lanbill

Runes:
  [Water] 1W (+4)
  [Illusion] 1W
  [Movement] 13
  [Mastery] 13 (Gained on a quest to become Drake Pirate Roberts!)

Items:
  Fetish: Goatee Mo [Darkness] (false goatee and moustach) Always wear me!

Flaws:
  Cavalier 1W
  Outlaw 1W
  Lisp 13

Ability points spent: 12/12
  [Water] +4
  Inhuman anatomy: Durulz +4
  Contact: Lanbril in Pavis +2
  Contact: Lanbril in Corflu +2

Additional things/abilities spent: 5/5
  [Mastery] 13
  Inhuman anatomy: Durulz 13
  Fetish: Goatee Mo 13
  Contact: Lanbril in Pavis 13
  Contact: Lanbril in Corflu 13
GM
GM, 7689 posts
Mon 12 Oct 2015
at 09:34
  • msg #25

Re: Heroquest thread

Looks cool, though gaining a fourth rune would be something to gain during play. It immediately puts the pc in to the realms of serious hero in my opinion.
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