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Hero FormingUsing HeroformingContinuing my conversion from Hero Wars/HeroQuest to RuneQuest here are my basic rules for Heroforming. As a side note, I think heroforming is somewhat different from incarnating a deity, which in my game is either a powerful Hero Power - the rules of which are HeroQuest specific - or a shamanic gift (under Sandy Petersen's sorcery system) which increases Runes and Passions. This system makes some limited use of my HeroQuest rules. The SkillHeroforming is the skill of incarnating a hero that one worships. It is rare, and limited to only the most devote followers of a particular Hero. Within a large tribe there will only be a one or two people who might have access to Herforming. It depends upon the flavour of your campaign, you might make it a very rare skill that few people have. personally I prefer the idea of battles where one or two high level initiates, acolytes or people who just qualify for Rune Lord entering the battlefield, heroforming and fighting it out with others. Your game style might vary. Heroforming is a skill in the Magic category. It can only be learnt by advancing to a certain stage in a Hero Cult, or by HeroQuesting. Once gained it is learnt at 1d6+magic modifier. Every year in the cult the Heroforming skill increases by 1 percent, it can be increased by experience and it can be researched as a Hard skill but takes twice as long as normal (so a character with 20 percent in Heroform requires 40 hours of research to get a 1d4-2 increase). It can also be increased by heroquesting along the Hero Paths of the one you wish to Heroform. To use Heroforming takes one uninterrupted melee round. The character must elect how much of their skill they wish to devote towards that particular Heroforming, usually (but not always) it is all of it. For instance a character with Heroform Harmast 83% can elect to use between 1 and 83 percent of their skill. The roll is made based upon how much they chose to devote to this Heroforming attempt. So if the Hero devotes 40% this leaves them with 43% in their Heroform skill, and their Heroform roll for that attempt is a mere 40% (this is why normally all of the skill is devoted). The amount of the skill devoted temporarily reduces the skill, so our example Hero would be left with 43%. It returns at the rate of 10% per day spent in pray, sacrifice, veneration etc... to the Hero in question. This means that a character who can Heroform cannot do it all day every day. Ceremony cannot be used to increase the Heroform skill. Should a character trying to Heroform be interrupted during the process they must make a concentration roll. Success means that the process is interrupted, but no skill loss occurs. A failure means that the process is interrupted and temporary skill lose does occur. Heroforming, whilst magical in nature, cannot be dispelled or neutralised via standard magical means. Divine Intervention cannot stop someone from Heroforming. Other Hero Powers might stop one from Heroforming. You cannot Heroform whilst on a re-enactment HeroQuest, unless that Quest is to the Hero that you wish to Heroform. Characters can Heroform elsewhere on the Heroplane with general impunity. These are the general effects of Heroforming:
Each Hero has a list of abilities that looks like this: Primary Skill: Heroes normally have one, and only one, primary skill. This is an example heroform description for Vogarth the Strongman (see Storm Tribes p.243): Primary Skill: Throw. Here's another example, this time for Ger-ak Kaggrokka (that's Gerak Kag to RQII folk): Primary Skill: Jumping. Identity ChallengeIt is difficult for Heroformers to retain their identity sometimes. Often an action, either by the Heroformer or by those around him, can result in them casting off their Heroform - an equivalent to someone saying "Look mate, you might think you're Harmast Barefoot but you just ain't." An identity challenge can occur in one of four ways. The first is when a character breaks a restriction listed specifically for that Hero - for instance those who Heroform Alakoring Dragonbreaker must face an identity challenge whenever they do not charge dragons. Second is when the character tries to use their own spells and knowledge - whenever a character tries to call upon their own knowledge, or cast a magical spell from their own Free INT, they must face an identity challenge. Third is when a character acts against how the GM feels that the Hero would act - for instance those Heroforming Healers are not normally violent or aggresive. A modifier should be applied depending just how far the breach goes (someone who runs through a defenceless child whilst Heroforming one of the Sisters of mercy should face an horrendous penalty!). Lastly, other people can challenge the Heroformers identity. This requires an opponent to have some knowledge of the Hero that is being Heroformed. In game terms the character can be forced to face an identity challenge if a particular person makes a special or better on an appopriate Cult Lore (or if, like me, you don't use it you can substitute Ceremony). So someone facing a Heroformed Orlanthi Hero must use an Orlanthi ceremony skill/cult lore. Characters who have specific knowledge of the hero (say because they've researched him) need not roll and can force an identity challenge whenever they feel like it, and those with greater knowledge (or maybe even knowing him personally!) can inflict penalties on the identity challenge, making it harder for the Heroformer ("You're not Harmast! He had a single toering on his little piggy!" etc...). Use your discretion. To face an identity challenge the Heroformer need only roll under their unadjusted Heroforming skill (so don't use their temporarily reduced Heroforming skill). If they suceed then they remain Heroformed. If a character ever criticals during an identity challenge, his level of success for Heroforming shifts up one level - for example a character who scored a simple success on heroforming who then criticals his heroforming skill now gains the benefits of a having scored a special success. If they fail they shift down one level, until the Hero departs. If they fumble, the Hero immediatley departs and the Heroforming ends. |