Forums | HeroQuest Rules Discussions
Sartar character examples Submitted by hugo.barbosa.161214 on Mon, 13/05/2013 – 13:44
Hello all, my first post here. I didn’t know if this was supposed to be here or in the Glorantha section. Here it goes: in Sartar – Kingdom of Heroes there are several character examples such as Troublesome Poet, Vengeful Mercenary, etc. For the life of me, I can’t make heads or tails about how they were done following the Heroquest rules. The math just doesn’t add up. Maybe it’s just me. Can some take the first character, the poet, and explain how it was built in a way I can understand?
I’m feeling a bit daft right now because I have a good hang on how the rules are supposed to work, I’ve read and re-read the character creation section in Sartar and I’m still lost. I’d appreciate if anyone could enlighten me. Thanks.
Note: my book version is still the old cover, I don’t know if this makes any difference.
‹ Resistance for players Lingering Benefits / States of Adversities ›
Comment viewing options
Flat list – collapsedFlat list – expandedThreaded list – collapsedThreaded list – expanded Date – newest firstDate – oldest first 10 comments per page30 comments per page50 comments per page70 comments per page90 comments per page150 comments per page200 comments per page250 comments per page300 comments per pageSelect your preferred way to display the comments and click “Save settings” to activate your changes.
corrections…
Submitted by Charles on Tue, 28/05/2013 – 03:19.
We had a look and found some errors.
From Sartar: Kingdom of Heroes, page 27. Troublesome Poet, ignoring skills at 13 and flaws
- Air: started at 17, +10 to 7W
- Mastery: started 17
- Movement: started 13, +2 to 15
- Skald: started 13, +5 to 18
- God talker: started 13, +3 to 16
- Clan: started 13, +2 to 15
- Iron Will: 13, + 3 to 16
Leading to a total of +25 instead of +20.
Troblesome Poet corrected version:
- Air: started at 17, +10 to 7W
- Mastery: started 17
- Iron Will +1 – sub-skill of Mastery
- Movement: started 13, +2 to 15
- Skald: started 13, +5 to 18
- God talker: started 13, +3 to 16
- Clan: started 13
This gives a total of +20 points. Similar corrections are needed on the other hero sheets.
While working on it we found one further clarification is needed in the HeroQuest Core Rules. When a sub-skill is taken under an umbrella keyword, it starts as +1, not just as a named +0 sub-skill. This is implicit in examples but never made explicit.
slow response
Submitted by Charles on Wed, 15/05/2013 – 13:31.
Due to events involving much of the team, including the upcoming Eternal Con, we will be a bit slow in making our final reply. It requires some ‘archaeology’ on hand-written sheets that were scanned several years ago…
It does look as if it is not
Submitted by Tim Ellis on Wed, 15/05/2013 – 11:03.
It does look as if it is not quite in agreement with the rules as written, assuming it was developed by the list method. It may be that the character sheet reproduced in the rules is actually the character after a few sessions of play, or that the narrator gave a few extra abilities/points. Not a huge problem, unless, of course you are trying to tie the character sheet back to the rules.
This is how I see it (per the boxeed text on p13)
1) Chose a character concept – Troublesome Poet (give Skald Keyword)
2) Chose Cultural Keyword – Member of the Orlmarth Clan
3) Choose 3 Runes – assign one a starting score of 17 – Air (17) – Movement – Mastery
4) Choose up to 3 charms/spells/talents – Dragon Tooth Charm – Flashing Eyes – Chant away Evil Spirits
5) pick 9 additional abilities; one should be a distinguishing feature – Breakout abilities are at +1 – Lightning Bolt +1 – Summon Wind +1 – Commanding Voice +1- Compose Flattering Poem +1 – Speak in Kennings +1 – God Talker – Know Myths +1 – Ram Helmet – Iron Will – Ambitious (I make that 10 abilities)
6) Describe up to 3 Flaws – Troublemaker – Arrogant – Does not compromise
7) Assign one keyword/rune/ability a rating of 17 (in addition to the rune at step 3) – everything else starts at 13 – Start the Mastery Rune at 17
8) Spend 20 points to boost abilities – no more than 10 on any one ability – Air Rune [+10] – Movement rune [+2] – Skald [+5] – God Talker [+3] – Clan Member [+2] – Iron Will [+3] (I make that 25 points…)
Not mentioned in the Sartar book, but per the HQ rules flaws should start at values equal to your highest 3 abilites, so I think these should be 17W, 18 and 17
Hope this is of some help
this is a good forum
Submitted by Charles on Tue, 14/05/2013 – 11:08.
The newer edition has no substantial changes, only minor corrections of spelling and grammar.
regards,
Charles
Comment viewing options
Flat list – collapsedFlat list – expandedThreaded list – collapsedThreaded list – expanded Date – newest firstDate – oldest first 10 comments per page30 comments per page50 comments per page70 comments per page90 comments per page150 comments per page200 comments per page250 comments per page300 comments per pageSelect your preferred way to display the comments and click “Save settings” to activate your changes.