Characters
All Contents are Copyright © 2000 by Issaries, Inc.
Character Tips and HintsHere are some tips on creating entertaining characters who are effective in play. SympathyHeroes 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. IndispensabilityIf 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 ReferencesFantasy 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.
Ambiguous details can be used for things other than magical treasures. They might be used to describe supporting characters or even exotic skills.
Hero Points
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
Using Hero PointsHero Points have these uses in the game:
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.
Character Development Costs
Improving AbilitiesHero 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 AbilitiesAt 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 SpiritAnimist 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 CharactersLoyalty 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
Note that Dependents and Adversaries are counted as Flaws, so do not cost any Hero Points.
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.
Cementing Benefits
Gaining New FlawsWith 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 flawsPlayers 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
Assigned Hero PointsIn 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.
WealthWealth 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 LivingMinimal Standard for: hungry people, such as menials, prisoners, slaves, drafted
common laborers, beggars, recluses, etc. 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 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 Rich Standard for: nobles, Heortling clan chiefs, counts, earls, secretaries
and factotums to nobility, important priests, shamans with high connections, heads
of sorcerous schools Very Rich Standard for: high nobles, Heortling tribal kings, high priests, Rokari
and Loskalmi dukes, bishops Sumptuous Standard for: archdukes, princes, archpriests Regal, Opulent Standard for: great kings and queens, pontiffs Beyond Wealth Standard for: emperors, empresses, sovereigns, king of kings MoneyMost 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 ListsThese 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.
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.
Latest revision: 1 Mar 2000, new |