Characters
All Contents are Copyright © 2000 by Issaries, Inc.
Heroes"Hero" is a broad definition of a special type of person and includes a huge span of possible powers. At one end are ambitious beginners, like a beginning character, and at the other are megabeings with superhuman perfection, such as Harrek the Berserk and JarEel the Razoress, wielding the power of demigods. All heroes are extraordinary individuals, capable of being the great movers and shakers in the world, and destined at least for moderate and temporary fame in the world of heroes. Your character is a hero and will do great deeds. Heroes are not static creatures like photos or statues; they grow and change. This growth is recorded as improved abilities, more followers, or better equipment. Hero Wars uses Hero Points as a measure of the advancement of the character. Hero Points are the currency of the game; mostly they are used to make permanent changes to the character. Hero Points can be used to "buy" skills, magic, followers, equipment, or other abilities noted on the character sheet. If you want to make a change to the character sheet, Hero Points are used. Character advancement is explained at the end of this chapter. Hero Points may also be used during play to change the quality of a die roll. This is called a "bump up" and is explained more fully in Chapter 3.
Getting StartedBefore you start creating a character, you must decide which method of character creation to use: Narrative, List, or Quick Start. If you choose the narrative method you will write a short description of your character which tells the narrator what he can do. If you choose the list method you will simply list your skills instead. The quick start allows you to discover your character's abilities during play. We've provided character sheets at the back of the book. You may photocopy these for your own use. Using the Narrative MethodWrite a 100-word description of your character which includes the following elements:
When creating characters, a single strong idea is always more powerful than a dozen unconnected ones. The 100-word limit encourages you to keep your character simple and provides you with a challenge: The 100 words you choose will determine the capabilities of your character. The types of abilities you weave into your character description are the same as those available to players using the list method, as described below.
Your description must be composed in complete, grammatical sentences. No lists; no sentence fragments. Your narrator may choose to allow sentences like the preceding one, which break the rules of formal grammar for emphasis or rhythmic effect. She shouldn't permit sentences bent simply to squeeze in more information about the cool things your character can do. Don't bother describing how good the character is at his abilities; his degree of competence is decided for you, so any words you use to quantify your character's abilities are wasted. Not everything in your description needs to pertain to an ability. You may want to describe a flaw or flaws that disadvantage your character. You might want to write about his past history or current situation. While none of these choices make your character more effective, they do give you additional control over the course of the narrative. Your narrator will draw upon these elements of your character description to inspire plot developments during her series. These elements of your description provide you with the opportunity to tell the narrator what kind of stories you want your character to take part in.
Using the List methodWrite the following on your character sheet:
Then choose ten further traits from the Additional Traits sections in this chapter. Do not be afraid to make up totally new abilities that are appropriate for your hero.
Using the Quick Start MethodFinally, if you would like to start your game right away and make up your character as you go along, you can use the quick-start game option. Ask your narrator for permission before doing so. You can apply the quick-start rules to either the narrative or list method. As the name implies, quick start is best used to allow you to start playing right away, without having to spend an entire game session thinking up your new character. In quick start, you pick only your best ability and name. We recommend that you take a keyword as your core ability. During the course of play, you proceed to add abilities until you reach your limit--either ten additional abilities (for list method) or 100 words of character description (for the descriptive method).
Assigning Ability RatingsEach ability is given a numerical rating. Higher ratings are better than lower,
and mastered ratings (those marked with the Mastery Rune
"
Format for AbilitiesWhen listing an ability, the target number (also called the ability rating) follows the name, like so: Strong 14 Masteries follow the target number: Fast Talk 5 Multiple masteries are indicated by a number following the
Devoted to Humakt 4 Edges or handicaps are put on the end (edges and handicaps are explained in Chapter 4): Greatsword Combat 13 Common CharacteristicsNameGive your character a name. It should be based on his culture. Your Player's Guide will have a list of sample names from the culture in question, giving you a rough idea of what is appropriate. CultureEvery Hero Wars character is rooted in one of the many cultures of Glorantha. The major cultures of Glorantha are described in detail in the various Player's Guides. Ask your narrator which Player's Guide she'll be using as the basis for her series. Each guide contains a culture description, the common experiences and attitudes of people raised in that culture. Before creating your character, read the culture description. Your character doesn't have to embody all of these attitudes, but he will be considered unusual if he doesn't. Your narrator may stipulate that all characters in the group belong to the same culture.KeywordsA keyword is a quick description of the character's role in society. Your keywords represent those things that your hero excels at. Most characters in a medium-powered series will have three keywords: culture (Heortling, Lunar), an occupation (Merchant, Warrior, Healer), and a magic keyword (a god, saint, shamanic tradition, or mystic philosophy that he follows). Your Player's Guide may explicitly bar you from choosing certain keywords. Narrators running high-powered series may allow multiple Occupation or Magic keywords at the start of play. A few character keywords appear in this book. Many more appear in each Player's Guide. The keywords in this book are only brief overviews. The keywords in the Player's Guides will have more information, as well as alternatives and options to customize your character even further. GoalsDescribe your hero's main goal in life. If this changes during the course of play, be sure to change the description. Think of your own personal goals: graduate school, get rich, get married, have kids, retire early, become famous. Then think of what greater goals your hero can have: bring civilization to the barbarians, find the original Book of Zzabur, or defend your people from the forces of the chaos-influenced Red Moon. Think of the heroes of old, and emulate or surpass them. Walk the hero-paths of Arkat or Sheng Seleris, travel to Hell like Orlanth, Harmast, and Sir Ethilrist, or wrestle with gods and demons. Is there a villain in your life that needs defeating? A town that needs defending? Are you a champion of the weak and oppressed, or a mighty conqueror? Will you become the greatest swordsman in the world, or a sorcerer to rival Zzabur himself? Additional TraitsOnce you have defined your hero's common characteristics, you may list additional traits. If you are using narrative generation, simply be sure to list appropriate abilities, relationships contacts, and such in your description. If you are using the list method, you may choose ten traits. These may be additional mundane or magical abilities, special items, wealth, or supporting characters. Mundane AbilitiesMundane abilities can be just about anything that your character can do that does not require magic of any kind. Abilities are divided into two categories: Physical and Mental. Most skills are easily classified into one of these two categories, though some might overlap. How you see your character determines where an ability falls: If you can Cheat at Cards, does this mean you can deal from the bottom of the deck and palm cards (Physical), or that you can count cards and determine probabilities (Mental)? Good Eyesight can be better than 20/20 vision, or mental acuity that lets you see details others miss. Usually the difference won't matter, but on occasion the narrator can impose modifiers based on the category of the skill. When choosing abilities, you can use any words or phrases you want to describe them. It doesn't matter whether the ability is described with an adjective, noun, or verb; use whatever sounds good to you. It's no big deal if you give your character the ability Fast, another player picks Runner, and a third picks Sprint. An ability may be as broad as you like, but the narrator is within her rights to ask you to narrow your definition, or she may apply improvisational modifiers during play. An ability like "Smart" might help you remember or figure things out, but you will suffer penalties if it is used to in place of an ability that requires training or expertise. You may know the theory, but not have the practice. Combat AbilitiesCombat abilities are a subset of Physical abilities. The base combat abilities are Close Combat (the use of melee weapons, grappling, and use of natural weapons such as hands or feet) and Ranged Combat (the use of missile weapons such as bows, slings, and crockery). Combat skills are always used with an improvisational modifier unless you specify what sorts of weapon (sword, axe, javelin, etc.) or style of fighting (Hoplite Fighting, Skirmishing, etc.) you use. If you specify a weapon or style, your target number for the ability when using that weapon or style is as normal, but you still suffer the improvisational modifier if not using it. You may add another preferred style by spending a Hero Point and changing the character description. You will probably suffer an improvisational penalty for fighting while mounted if you don't have an ability like "Riding" or "Horsemanship" noted on your character sheet. Some cultures, such as the nomadic Pentans, are assumed to know many physical abilities mounted, and may suffer a penalty if dismounted. Combat definitely fits under this category, and the narrator may assign the penalty to other abilities as well. Magical AbilitiesAll cultures have magic in one form or another. Your keyword will usually offer a chance to gain magical abilities. In a theistic culture, this will normally be a chance to become as initiate or devotee of a god. In the West you can be a sorcerer or a member of a saint's cult; in animistic societies you may become a shaman or have a spirit fetish or talent; and in the East you may join a school that teaches mystic powers. Glorantha is a magical world, and its heroes will have access to many magical abilities. Like more mundane abilities, magical abilities are divided into categories. There is no set number of magical categories; each hero, god, goddess, shamanic tradition, sorcerous, order and mystic school has its own spheres of influence. Magical abilities are typically called feats, spells, powers, or spirits. Each type of magical ability works in a different way, both in the reality of Glorantha and in the mechanics of Hero Wars. Starting magical abilities will be listed in the keywords. Mark down all magical abilities listed in your keywords. Chapters 5-8 detail the abilities, obligations, and benefits of various aspects of particular magical systems. You may select additional feats, spells, or spirits that fit into one of the affinities, grimoires, or traditions that you received when you chose your keyword. The narrator must approve a new affinity, grimoire, or tradition. PersonalityPersonality primarily covers behavior and emotions. These are normally used to enhance other abilities, but there will be occasions when the narrator will ask you to roll a personality trait directly. Examples include Angry, Calm, Crazy, Determined, Emotionless, Enduring, Fanatical, Fearless, Focused, Frenzied, Gentle, Implacable, Ingratiating, Inquisitive, Rebellious, Sensitive, Spiritual, Uncouth, and Wanderlust RelationshipsThe relationships that your character forms with other people are an important part of the game. Without friends and companions, the hero will have no chance of rescue when defeated. Without the support of a community, the dangers inherent in gaining the powers of magic will be greatly increased. The abilities listed under relationships represent people or other beings who help or oppose the hero. Communities Heroes will have ties to many different groups of people. These groups are called communities, and they represent the people of the world surrounding the hero. A hero's family is one community, his village another, and his temple yet another. Not all these communities need be specified when creating a character. As the character grows and become important, he may gain different support from different communities--a warrior may become less attached to his family and more attached to his fellow soldiers, for instance. Unless otherwise specified, a new character has a Community rating of 13 with his family, village, or clan, and with his temple or church. Supporting Characters Supporting characters are individuals with whom the character has a relationship. First, indicate the nature of the relationship. The relationship can be with an adversary, ally, contact, dependent, follower, or patron. Two types of supporting characters, adversaries and dependents, are really flaws. The types of supporting character are explained more fully in Chapter 3 of the Hero Wars Narrator's Book. The Relationship ability rating marks how close the supporting character is to the hero. This could be a rating of loyalty (for a follower), hatred (for an adversary), or tolerance (for a patron). Supporting characters need not be intelligent; if you decide that your horse is important enough, you can treat him as a follower; you can describe your dog as a dependent, or your alynx as an ally. Supporting Character Abilities When a player chooses dependents or followers for his hero, he should consult the following chart to determine the ability ratings in the supporting character's primary and secondary skills or keywords. As the hero gains in ability, his follower characters rise at the same rate (they are always –8 and –12 from the hero's best ability). This does not require any Hero Point cost; it happens automatically. Dependents never raise their abilities; they are always meant to be frail. Dependents may have better ability ratings in a craft, but should never be fully independent (otherwise, they wouldn't need the hero). To determine the starting abilities for your supporting characters, see the Supporting Character Ability table. Narrators may choose the ability ratings for all other supporting characters. Sometimes they lag behind the hero, sometimes they surpass him. The narrator should assign an ability rating to the adversary or ally at the beginning of an episode based on narrative factors (will the adversary be particularly tough this time? will the ally be the focus of a rescue attempt?). Describing Your Supporting Character Name the character and write down two things he can do, putting the most important thing first. You may substitute a keyword for either of the two abilities. The format for indicating a supporting character is Name: Relationship [ability rating] (first ability or keyword [target number], second ability or keyword [target number]).
Gods, Spirits, or Saints A hero may have a relationship to a supernatural being (or beings), usually as a worshipper of one form or another. Your keywords will indicate if your character may make such a relationship. Special ItemsYour character may have a special piece of equipment that helps him to solve problems. The most obvious examples in a fantasy world are the proverbial magic weapon or suit of armor, but any ability can be placed in an item. Invent a cool name for your item. If its use is not obvious, you can add a phrase that explains what it can do. These abilities may be physical or magical. FlawsYou have the option of listing any disadvantages the hero faces, whether these arise from his personality or his circumstances. A flaw can be anything: a relationship (adversary or dependent), a personality (berserk), wealth (poverty or target of thieves), etc. The target number represents how strong an influence the flaw is on your life. You can use Hero Points to "buy down" the flaw between adventures, or settle the problems during play and use a Hero Point to "cement" the change.
WealthYou can describe your character as wealthy (or prosperous, or well-heeled, or whatever synonym you prefer) or poor during character creation. The effects of this are described below. This counts as one of your ten traits if using the list method. If you don't specify wealth in your description or list, then your character uses the default wealth given in the keywords. Finishing Your CharacterWhether you've used the narrative system or the list method, you should now have all the basics for your character. If you wrote a narrative, you'll first need to convert your description to a listing of skills. Then you must give each ability a rating as noted below. Reading Your NarrativeIf you have been using the narrative method of character creation, mark any keywords that you have written with a double underline. Mark any other word or phrase which reflects something the character can do with a single underline. Then repeat these key phrases on your character sheet. There is no limit to the number of abilities you can gain from a single sentence of description, as long as the sentence is more than a bald list of capabilities. If your narrator decides a sentence is just a simple list, all but the first two listed abilities are discounted. If you describe a supporting character, specify the type of relationship in the Relationships section of your character sheet. You must specify one or two abilities of each supporting character as part of your description. Some players may fail to underline certain things which can be used as abilities in Hero Wars, like personality traits. Narrators should check over all character descriptions to ensure that any possible abilities are wrung out of any given description.
Kallai's filled-out character sheet is given below. Note how the abilities are listed, especially the specific weapons in the Combat area.
Magic Type is explained in Chapters 6-9 Affinities are explained in Chapter 6 Weapon Rank is explained in Chapter 4 Continue to part 2 of chapter 2 Latest revision: 1 Mar 2000, new |