Characters

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No reproduction of this document is allowed without explicit written permission, except for limited personal use.


Character Tips and Hints

Here are some tips on creating entertaining characters who are effective in play.

Sympathy

Heroes of adventure fiction have one thing in common: Even though they might be deeply flawed in one way or another, they are sympathetic to the audience. In the case of a roleplaying game, your audience consists of your narrator and fellow players. See to it that your character is likeable or admirable in some way. If you do, you'll find that your character has a longer life span. No character in Hero Wars is guaranteed to live forever, but if everyone likes your character and enjoys having him in the game the narrator will be more likely to shade things in his favor to keep him around when the chips are down. Likewise, the other players will be more likely to risk the well-being of their own characters in order to rescue him when he gets into trouble. If your character is a creep, they'll be happy to see him meet his final reward. They might even participate in his downfall.

Indispensability

If you create as unique a character as possible, your narrator and fellow players will likewise contrive to keep him alive. Maybe your character has some ability or status that makes him central to the continuing story line of your series. Maybe he's just plain entertaining. Either way, you've made him indispensable, which is as useful a technique in roleplaying games as it is in the workplace.

On the other hand, if your character is an uninspired, run-of-the-mill creation, or if you tend to play the same character every time out, regardless of his abilities or character description, neither the narrator or players will care much when he bites the dust. They'll expect you to create another one just like him, anyway.

Ambiguous References

Fantasy authors often create the illusion of depth and wonder in their world backgrounds by making reference to things they will either flesh out later, or leave as a hook on which the reader can hang his own imagination. When creating characters, it is often fun and effective to borrow this technique.

Sometimes an ambiguous but poetic phrase can get you more than a precise but prosaic one. Glorantha is a world of fantasy and wonder, so the more evocative your description is the better. This is particularly true of supernatural abilities, which are open to a number of possible interpretations. You might have only a vague idea of what a phrase means when the character begins his career, waiting for an appropriate moment in the course of play to propose an exact meaning for your cool and ambiguous reference.

Rick's character description includes the sentence, "Kallai owns the Sack of Black Winds, in which the Four Collapsing Words have been trapped since the War of the Straw Giants."

Rick has no idea what the Sack of Black Winds or the Four Collapsing Words do, nor does he know anything about the War of the Straw Giants; he's just using them because they sound cool.

Kathy, his narrator, approves the character, and play begins. Kallai and the other characters have gone on a heroquest, traveling back into the Storm Age to the scene of a great siege. Rick suggests to Kathy that the Four Collapsing Words are used to bring walls down, and that, if released from the Sack, they might bring down the battlements of the fortress they are besieging. Kathy agrees that this is entertaining, and a reasonable interpretation of a previously ambiguous reference, so she allows Rick an action roll to attempt to knock the walls down.

Later, Rick may find another, quite different circumstance in which Collapsing Words might be appropriate, and convince Kathy to use it. Thus, through the use of evocative language, he gets two abilities for the price of one, in exchange for which he helps to create the magical atmosphere of Glorantha for the rest of the group.

Ambiguous details can be used for things other than magical treasures. They might be used to describe supporting characters or even exotic skills.

Rick's character description includes the following references: "Kallai went to the East and learned the secrets of Six Cuts Silk. There he joined the Shadow's Breath Alliance, swearing a blood oath of mutual protection to its members." Kathy can play with these; perhaps there are enemies of the Shadow's Breath Alliance who are tracking down the members and eliminating them one by one. Kallai may be called upon to aid one of his brethren, or may find a mysterious assassin after him. Is Six Cuts Silk a weapon, a technique of folding cloth, a type of magical silk made only by the larvae of Moon moths, or a combination of all three?

Hero Points

Growing and Improving

In epic adventure fiction, characters are often young or incompetent when you first meet them, and improve noticeably over time. They gain more abilities, mature in their relationships and personalities, and gain items and followers or even political power. This progression from callow youthfulness to maturity is a key component of Hero Wars. Your hero starts out as an important part of your local area, but must gain experience to face the challenges of the wide world.

One of the more exciting and gratifying parts of roleplaying games is that characters do get better at things. Here are the rules to explain how to do that in game terms.

As noted at the beginning of the chapter, Hero Points are the currency of the game. They are the way that the players note permanent change in the game. They are also the way that heroes can perform extraordinary actions, or just ensure their own health and safety.

Gaining Hero Points

  1. At the start of each session, each hero gets 1 Hero Point.
  2. At the end of each session, each hero gets 1-5 Hero Points, depending upon the narrator's interpretation of the group's success or failure.
  3. At the end of a long, multisession, or difficult adventure, a narrator may choose to give the heroes 1-5 additional Hero Points.
  4. At the end of each session, the narrator may choose to give certain heroes 1-3 additional Hero Points, depending on her interpretation of each hero's personal success, or whether a hero performed unusually amusingly or dramatically.

Using Hero Points

Hero Points have these uses in the game:

  1. During game play they may be used to Bump any action roll by your hero (see Chapter 4).
  2. 2. Add, cement, or increase character abilities between game sessions.
  3. 3. Other improvements as noted below.

Improvement Relation to Game Play

Improvements to a character are often related to the session just played. These improvements make sense in the context of the game. Other improvements seem to come from left field--the player just decides that it would be neat to have a certain ability. To keep the improvements related to the game, there is a higher cost to improvements that have no narrative flow. If the character has not been specified to have been studying, actually used the skill, or whatever, the player must pay the Hero Point cost in the Unrelated column of the chart below.

In the last episode, Kallai found the magical treasure called the Wheel of Stasis, so the sentence "Kallai owns the Wheel of Stasis, which wins him the admiration of the Mostali" costs him just 1 Hero Point. On his character sheet he notes the relation Mostali: 12.

John decides that "Rurik was trained in the rudiments of two-sword fighting by his uncle, the great weaponthane Radigan", which relates to events that happened long before the last episode, so it costs 2 Hero Points.

Character Development Costs

Improvement Related to Session Unrelated
Improve ability by +1 1 2
Improve ability by +2 3 6
Improve ability by +3 6 12
Improve ability by +4 10 20
Improve an affinity, grimoire, or tradition knowledge by +1 3 6
Learn a new mundane ability at 12 1 2
Learn a new affinity, grimoire, tradition, or mystic power at 12 3 6
Learn a new feat or spell 1 2
Learn a new weapon or fighting technique, or a subset of an ability at the current ability rating 1 2
Capture a spirit in a fetish 1 2
Integrate a spirit 2 4
Gain new supporting character 1 2
Replace lost followers 0 --
Cement benefit 1 --
Gain a new flaw 0 --
Buy down a flaw by –1 1 2
Buy down a flaw by –2 3 6
Remove a flaw at 12 1 2

Improving Abilities

Hero Points can be spent to permanently improve a hero's abilities. This represents training or practice for some abilities, a greater commitment to a community, temple, religion, or school, or a deeper friendship with or understanding of a foreign culture. Like many things in life, speed of advancement must be balanced against total advancement over time. It costs more to advance quickly, but if you are on the border of gaining a mastery it may be worth it to use the extra Hero Points.

If you improve an affinity or grimoire, all your feats or spells included in it are improved as well.

Gaining Levels of Mastery

When your target number is 20 you don't increase it to 21. Instead, the expenditure of Hero Points gives you a level of Mastery in that ability. Your ability is now written as 1.

New Abilities

At the end or beginning of any episode (whichever is most convenient to you and your narrator) you can gain a new ability. Add an extra sentence or phrase to your character sheet. The sentence should provide only one ability or other benefit. The ability is rated at 12.

Learning a New Magical Ability

Characters must usually join an organization to learn a new magical ability like an affinity, grimoire, tradition knowledge, or mystic power. This may be a subcult in a theistic society, an order or school in sorcerous or mystic societies, or a tradition in an animist culture. The Hero Points spent represent the character being accepted by the organization, as well as being taught their secrets.

Capture or Integrate a Spirit

Animist characters have the opportunity to interact with the spirit world, capturing spirits and placing them in fetishes, or integrating a spirit into their own bodies. A captured spirit gives the character the ability to "refill" the fetish once it is used (see Chapter 8). An integrated spirit gives the character a talent or increases an ability.

Supporting Characters

Loyalty to charismatic leaders is considered a virtue in almost every culture of Glorantha. Most followers expect to be well-treated and to share in their leader's reflected glory. Some serve out of fear and cultural obligation, but these types of minions will usually be more available to adversaries and villains than to the player characters. Whenever the heroes do something notable or heroic, they are likely to be approached by potential followers hoping for some combination of loot, glory, experience, knowledge, or training.

Replacement Followers

Followers can be useful, but they are also fragile, having a much higher mortality rate than heroes. Heroes whose followers have been killed can replace them at no Hero Point cost, but may need to overcome obstacles or to complete challenges in order to recruit suitable ones. If their previous followers died in a famously bloody manner, the character may face heavy negative modifiers on action rolls associated with the recruitment process.

Other Supporting Characters

You can add supporting characters other than followers to your character sheet. Decide with the narrator into which category the new character falls. If you establish a relationship with a character in the story but do not cement that relationship by spending Hero Points, the narrator is free to sever that relationship at any time.

The ability ratings of a new follower are related to the current ratings of the player character. The follower's target number in his keyword or best ability is 8 less than the potential leader's rating in his best ability. His target numbers for his second ability will be 12 less than the leader's best ability.

Supporting Character Ability Table

Supporting Character Primary Ability Secondary Ability
Adversary, Ally +/- 2 of hero's best ability -4 to –6 of hero's best ability
Dependent 10 8
Follower -8 from hero's best ability -12 from hero's best ability

Note that Dependents and Adversaries are counted as Flaws, so do not cost any Hero Points.

Rurik's goal for many sessions has been to find a wife. In the course of the story, he woos and wins Niquena, a young maiden from another village. If John fails to write Niquena into Rurik's description, Kathy has a license to kill her, introduce a divorce subplot, or come up with some other permanent departure for her.

Knowing this, John decides to write her into Rurik's description. He has a choice of making her a follower (appears as desired, with lesser abilities than Rurik), an ally (of equal ability, but provides concrete help every few sessions at best), or a dependent (offers no help, obligates Rurik to protect her). All but the last choice require the expenditure of a Hero Point, so John decides to make Niquena a dependent. Kathy can place Niquena in jeopardy from time to time, but must give Rurik a fair chance of getting her out of it each time.

Changing a Supporting Character's Role

As time goes on, a supporting character grows and changes. The dependent kid brother may grow up to become a follower, an ally, or even an adversary. Your father, who has always been there to lend a hand and give you tasks (patron), may become old and infirm and come to rely on you for help (dependent).

It takes no Hero Points to move an existing supporting character into another, similar role. It takes a Hero Point to move a character out of the roles of adversary or dependent.

During the course of the game Rurik's younger sister grows up from a pest into a helpful young woman interested in Rurik's travels. John had originally conceived of Frieda as the tomboy who was always getting into trouble and needing to be bailed out by her older brother. After several sessions, however, Frieda's role has changed from dependent to something else. It takes a Hero Point to "buy off" her dependent role, but John can then make her into an ally or follower for free. If Frieda grew up to hate her older brother, she could move straight from dependent to adversary without spending the point.

Cementing Benefits

Characters in serial adventure shows often succeed at their goals, gaining wealth, the love of another character, useful gadgets, technology, or magical knowledge. Just as often, however, they seem to have forgotten them entirely by the opening of the next episode.

If your character wins some benefit or advantage in the course of an episode, and you want to ensure that this benefit continues, you must spend a Hero Point and add an appropriate new sentence to your character description. This is called cementing a benefit. Otherwise, the benefit is considered to be temporary; your narrator will come up with a way to deprive your character of it before the next episode begins. Abilities cemented with Hero Points are still fair game for the narrator to steal or threaten, but the hero must have an opportunity to perform a rescue or retrieve a stolen item. Without being cemented, the item or ability can simply disappear between episodes with no chance of recovery.

Kallai found the magical item called the Wheel of Stasis in the course of the last episode. If he does not spend a Hero Point to cement the benefit, Kathy might start the next episode by saying, "The clan elders are very pleased that Kallai gave them the Wheel of Stasis to use as part of their clan regalia."

Gaining New Flaws

With your narrator's permission, you may at any time add another flaw to your character sheet. Like a flaw chosen during character creation, this doesn't cost you anything, or gain you any benefit beyond increased control over the story line.

Buying Down flaws

Players may reduce flaws through the use of Hero Points as shown. Once a flaw has been reduced to 12, it may be removed totally by spending a further Hero Point. Reducing a flaw to 12 and buying it off at the same time costs the same as reducing it a further level

Kallai gained the flaw Lustful during a heroquest on the Other Side. Through several sessions he has bought it down to a rating of 13. If he reduces it and buys it off in one between-episode, it will cost 3 points.

Assigned Hero Points

In some circumstances, the narrator may assign benefits or flaws for you, relating to the events of the session. These can be a gift from the narrator, or she may require you to spend some of your Hero Points on specific choices.

The players have finished a session wherein they rescued the daughter of the king, foiling the plans of the king's brother. Kathy decides that the king is grateful enough to become a Patron of the hero band, while the brother has become their implacable Foe. The players are instructed to note these new relationships on their sheets.

The players have finished a long trek across Pent, and Kathy feels that this extended time has resulted in either a greater knowledge of the culture or better riding ability. She informs the players that they must spend at least one of their Hero Points on their choice of one of the two abilities: Pentan Culture or Ride. They may elect to spend one on each, but she doesn't require that.

Wealth

Wealth matters in the world of Glorantha. Farmers, peasants, and craftsmen work to earn enough to live on. Traders move money and goods around. Bandits and outlaws survive by stealing from others. Kings must have wealth to reward their supporters. Warlords need it to feed and equip their soldiers. Priests require sacrifices to offer up to their gods. Even the gods are concerned with the creation of wealth; many myths deal in some way with the economic well-being of the peoples who believe in them.

However, Hero Wars is not an economic game. Simplified rules are made to deal with this issue. Heroes don't have to deal with pennies and guilders. Your character will, most of the time, have enough money to live on. It is provided by his clan, hero band, or whatever profession he follows in daily life.

Every Occupation keyword includes a Living Standard entry. This shows the normal status that a person in this profession expects to obtain. Variances, such as very rich peasants or impoverished noblemen, also exist. The wealth level is a starting point for newly created characters and will fluctuate as play progresses.

The standard of living below indicates what your character is used to in his lifestyle. It also gives a rating in Wealth, just as with any other ability. If the character wishes to purchase an item that has a cost rating of half or less than his wealth, he can probably purchase it with his pocket change. Other items must be "purchased" with some sort of contest. The Wealth rating represents not only the cash (or goods) on hand, but also the ability to borrow small sums of money, ease of getting credit, reputation for honest dealing, and other nontangible sources of wealth.

If the character is created with a description of "Wealthy", "Well Off", or the like, it raises the standard of living one level, so a wealthy petty nobleman has a Wealth rating of Rich instead of Prosperous. "Poor" or similar words lower the standard of living by one level, so a poor petty nobleman has a Wealth rating of Common instead of Prosperous. You cannot change standard of living by more than one level during character creation. A Wealth rating may be bought up with Hero Points, as any other ability.

Standards of Living

Minimal

Standard for: hungry people, such as menials, prisoners, slaves, drafted common laborers, beggars, recluses, etc.
Wealth: 5

Common

Standard for: most people, such as farmers, minor crafters, civilized soldiery, servants to those of moderate wealth, peddlers, boat captains, lesser priests, most shamans, assistant sorcerers, village clergy
Wealth: 15

Prosperous

Standard for: master crafters, servants who command other servants, professionals, shop-owning merchants, large traders, ship captains, knights, thanes, weaponthanes, other minor nobility, notable champions, powerful priests or shamans or sorcerers
Wealth: 5

Rich

Standard for: nobles, Heortling clan chiefs, counts, earls, secretaries and factotums to nobility, important priests, shamans with high connections, heads of sorcerous schools
Wealth: 15

Very Rich

Standard for: high nobles, Heortling tribal kings, high priests, Rokari and Loskalmi dukes, bishops
Wealth: 102

Sumptuous

Standard for: archdukes, princes, archpriests
Wealth: 103

Regal, Opulent

Standard for: great kings and queens, pontiffs
Wealth: not applicable anymore

Beyond Wealth

Standard for: emperors, empresses, sovereigns, king of kings
Wealth: "Money? How quaint."

Money

Most people receive their income in goods, not in coins; the most common currency is food. That said, coinage in Glorantha works as follows. Most Gloranthans never have cause to use anything more valuable than the clack, a copper coin. The silver coin is used for large transactions and is worth 10 clacks. The silver coin goes by many different names, depending on where you are: silver, crown, lunar, guilder, penny, sovereign. The very rare gold coins called wheels are worth 20 silvers each.

Trolls use a lead coin called a bolg, but these are rarely accepted by human merchants. Certainly no Sun worshipper would handle one, fearing spiritual pollution just from the touch of the Darkness metal.

Price Lists

These price lists are intended to be a crude standard for the entire Dragon Pass area. They are provided to help the narrator and players gauge the relative value of various things. These are the costs to buy something at the retail level; if you are selling, expect to gain wealth equal to 1/10 the price shown, but unless cemented with a Hero Point, the extra wealth will disappear at the start of the next episode (through impulse buys, drinks on the house, or other "frivolous" purchases). The normal way of trading is to barter goods (or services) for items of equal wealth, rather than selling them and accumulating the wealth. To reflect this, it costs a Hero Point to cement wealth gained through selling, but not to cement the ownership of a purchased item.

Rurik has acquired three cows as his portion of a raid. With these cows, he can buy a chain shirt, or he can sell them and expect to gain about 4 points of wealth. However, it will cost a Hero Point to cement the new wealth level (but not the chain shirt).

Bargaining (or similar abilities) can be used to augment wealth (this may increase your wealth to the point that you can buy the item with pocket change). The narrator may reduce your wealth by 1 if you purchase an item that costs more than your wealth. Remember, if your hero wants something, he will normally go to his supporters and ask for it. If they feel he is worthy, they will give or lend it to him if they have it. It may require a contest using the appropriate Relationship ability.

If the character wishes to make a major purchase (above his wealth level by 1/2 or more) he can liquidate assets, borrow the money, or simply go in debt to the seller--allowing him to double his wealth for the contest. If he wins and purchases the item, he will lose 2 or more points of wealth (about 1/5 the difference between his wealth and the item's cost) to reflect his debt or cash-poor status. He need not cement his purchase with a Hero Point, however. Even if he does not manage to purchase the item, the narrator may reduce his wealth as the extent of his poverty comes to light. Groups can pool their money using the normal AP lending mechanism.

Any place will have a variant of this list. Some "standard variations" are: an item is always less expensive close to its origin; an item is always less expensive where it is common; seasons make food prices wildly variable; shortages tend to make things more valuable.

In all cases, normal accoutrements of the item are included in the price. Thus, armor includes padding underneath, a saddle includes a blanket and stirrups, etc.

Item Cost
Space in a public room 1
Common barracks type 2
Private single room, lockable door 10
Large private suite, lockable door 15+ depending on client & services
Additional for bath service provided +2 to +10, depending on client
Leather armor 15
Chainmail byrnie 52
Plate armor 152
Sword 5
Spear 10
Crossbow 3
1 week of preserved rations 10
Commoners clothing 5
Prosperous clothing 10
Rich clothing 20
Horse, riding 5
Horse, war 18
Horse, pack 20
Cow 15
Bull 5+
Ox 12
Goat, pig, sheep 5
2-wheeled cart 15
4-wheeled wagon 20
Rowboat, canoe 20
Simple raft 10
Freight barge 15
War galley 152
Bireme 152
Longship 52
Small cog 103
Large cog 104
Build poor shack 10
Build commoner's house 10
Build superior home 102
Build noble manse 103
Build simple stone tower 103
Build small log fort 153
Small stone castle 154
Moderate castle 155
Short wood bridge 5
Short stone bridge 102
Dry-dock 104
Simple boat dock 15
Shrine 10
Small temple (100 worshippers) 102
Standard temple or church 103
Large temple or church 104+
Hire a mercenary, daily 5
Hire a mercenary, weekly 5
Hire a mercenary, monthly 102
Writing supplies 5
Locally made book or scroll 10
Magical book or scroll 10+
An ounce of pure gold 10
An ounce of pure silver 5
Hire a healer's help 10/Hurt, 10+ for Injured, 102+ for Dying

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Latest revision: 1 Mar 2000, new