YAHQS Examples

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Example!

The Crimson Bat Cult has a HeroQuest spell called Resurrect Crimson Bat. It requires 7 support points to cast. However, the Cult itself only has 3 support points. This is why the cult casts the spell in Glamour, to gain the mystical support of the Red Goddess herself (all HeroQuest spells cast using Glamour's focal points doubles the Support Points provided, other powerful locations may add a point or two) and sacrifice many, many people for the last one. When the Bat dies, the streets of Glamour run red.


Example!

On a smaller scale, in a tribal moot a simple two point support spell, the size of an average village, might be used to bless the crops. Obviously this HeroQuest spell would not be available to every village and every worshipper of Ernalda or Barnatar. It would most likely appear in all villages supporting a specific Hero who showed his people a specific path to bless the crops en masse.

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Example!

For the following section we will set about converting Count Julan from the Avalon Hill supplement Strangers In Prax and will demonstrate how easy it is to turn a RuneQuest character into a YAHQS character.

Abilities
Julan's STR and SIZ are both under 20, but his CON is 23 and so therefore he has a Body of 1+.
With an INT of 17 he qualifies for a Mind 1, but has a noble upbringing, reasonable magic knowledge, a few high Knowledge skills and numerous languages, and so Julan has a Mind of 1+.
Julan's POW of 18 gives a base Spirit of 1, he is a Rune Lord and a Rune Priest and so has two additional pluses. He has 34 points of Rune Magic, and so has another 4 +-es, giving 2 more. This yields a total of Spirit 4.

Skills
As for Agility he has only two skills over 90%, and so has 1+.
Combat has an attack and a parry over 100%, with a missile attack over 100% and most other skills extremely high, therefore he has Combat 2.
Knowledge is a 1 as he has no skills in that category over 100%, the same goes for Social and Stealth.
Perception is a 1+ as he has a Scan of 106%.

Magic
Dealing with Julan's Low Magic first, he has the following Low Magics - he has Heal as he can cast Heal 5, Protection as he has Protection 6, Control as he has Demoralize and Death as he packs a Bladesharp 6.
His High Magic is more complicated. He has Truesword x3, and so three uses of Death magic. He has Oath and so has Control 1. He also has Heal Wounds x2 and so has Heal 2. He has Shield 10 and so has High Protection 10, making him a formidable for indeed. However, he has a Damage Resistance 21 continually in effect and so the an additional point is arbitarily assigned to give a Protection of 11. Simple, eh?

If Julan was involved in a battle and wasn't sure of his sucess with his Combat score of 2, then he may either use his Low Magic, at the cost of 1 magic point, to take it up to 2+, but in the case of a more vicious fight he might use his high Death magic, if he used all of it then it'd become a Combat score of 5. Alternatively he might use it to increase his damage by increasing his Body score by the appopriate amount.

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Example!

A Krjalki's ability to explode upon death, grow horns at will, or demoralize other beings, are all considered Powers. Also, a Yelmalion with an appropriate geas that allows him to Speak with Horses at will is also considered a Power and could be stolen from him on the HeroPlane (although he would still have to follow the geases gained from the gift whereas the person who stole it would not).

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Example!

Julan has 18 magic points, and Armbreaker, his allied spirit, has 19 to give him a total of 37 MP's in the OtherWorld.

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Example!

Tagar Swiftsword, would-be Humakti hero has Body 1+ and Combat 1+, enhanced to 2 with low death magic. He fights the Ghoul King on a quest to stop the corruption of undead. The Ghoul King has Body 2 and Combat 2.

The two met on the dark misty countryside of the Lands of Badheim. Tagar spat on the floor and noted that his tooth broken mouth was still bleeding, his arm strap was rubbing against his skin and starting to ache and he made another mental note to ensure that his squire found him a lighter one. The Ghoul King was there, he had chased him and his forces from the castle and now he was here, ready to meet the powers of Death, the powers of Humakt!

The silhouette blocked out the streaming mist, and was rendered almost invisbile in this bad light. Tagar swung, and his foes head was lopped off. Almost too easy. In fact, it was too easy. Tagar's instinctive sense for trouble flared, AMBUSH!! Tagar's blade was raised in front of his face protecting him from the unseen foe he knew was approaching, and the Ghoul King leapt out to meet him, the rusted blade clattering against his shield. A stand-off, though Tagar, just the way he liked the start of his battles.

The first round there is a tie since both have Combat 2, so neither is damaged.

Tagar swung first, but the King skillfully pushed aside the attack. The Ghoul King, seeing the exposed kidney's of his opponent, thrust forwards almost passively. With thoughts of his family in his mind, with the thoughts and memories of his fiance brutally beheaded by a mindless zombie, he rolled out of the way and made a riposte. It sliced into the King's leg and ashy blood, lifeless and somewhat congealed bulged out of the withered artery, and dropped in lumps to the floor. But, thought Tagar, it hurt him just as much as any mortal.

The next round Tagar calls on one support point from his tie to the Death rune and adds +1 to his Combat which now totals to 3. So the second round Tagar wins the contest. Since his Body is lower than the Ghoul King's, the Ghoul king only subtracts + from his Body, lowering it to 1+.

"You'll payyyy forr that, boiiieeee!!!" rasped the Ghoul abomination and screeched his demonic squeal. Any normal man would fall to his knees and cry in fear at the demoralizing, but Tagar was no normal man, he was a Humakti. With the chaotic powers attacking his mind, he pressed on heedless. From the powers of his Lord his blade erupted into a white hot, and almost invisible flame. Tagar's face shimmered in the heat waves that pulsed through the air. The Ghoul King stopped howling and skittered away at the sight of the weapon. This gave the hero the briefest glimpse of his groin. Which was all he needed. With a single swing he cuts off his foes leg, and lich ichor leeked out onto the cold countryside, where the mist was already burning away in wake of the magical blade.

The next round Tagar uses his second Death rune support point and once again overcomes the Ghoul King, whose Body now goes down to 1. The fourth round Tagar has used up his Death support and turns to a support point from his blood brothers and sisters. The ghoul king is down to Body 0+.

The blade died out. The Ghoul King groaned, and Tagar could see the Undead Beast had loosened it's grip on it's sword, which now lay a mere three feet from it's grasp. Tagar glanced at the sword. The Ghoul King hesitated as well as it looked at the sword, it's only hope. It charged for it. Tagar leapt for the creautre, knowing that if the King managed to recover his weapon in the interim, he would most surely die before he reached the ground, but his gamble paid off as his trusty broadsword crashed into the chest, sundering the ribcage in half. Tagar collapsed to the dirt, heaving for breath, and quickly looked at the disembowelled abomination, just to ensure it was dead. He had won.

Tagar's circle of friends is small so now he is out of support. However, he can see that the Ghoul King is weak now, so he gambles 1 Body on a desperate all-out attack. The gamble succeeds and the Ghoul King is now soundly defeated since he takes 1 damage (1+ - 0+).

Tagar takes the foul carcass and tosses it into the Well of Death in order to destroy the Ghoul King's undead powers. Forthwith, the ghouls in his area can no longer worship the Ghoul King and will probably lose some power.

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Example! Tavzarang, grand-daughter of Zorak Zoran, is on an ancient Dagori Inkarth path into the depths of myth. She meets an Aldryami Salamander {??? Nils W} protecting their ancient secrets in that land. Tavzarang has a Darkness High Magic score of 6. She chooses that she will use two points of Darkness High Magic against the Salamander. Tavzarang has a Spirit of 3, and the Salamander has a Body of 2.
In imaginative narrative Tavzarang summons forth the darkest secrets she knows, and the shadows pool about her feet seething towards the ball of flame. They quilt it in cold, icy void and extinguish it. Tavzarang watches as the Shades and Dehori return to Hell and their mistress Subere.
In game terms she attacks the salamander with a Spirit of 5, the elemental has a Body of 2. Therefore the attack inflicts three levels of Body damage, which is the difference between the Spirit and Body. This kills the elemental.

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Example!

The Black Fang Brotherhood has 150 initiates, and 50 assorted priests or rune lords. However, they also have the personal Support of Black Fang himself, but only on Quests that pertain directly to him. Therefore, upon such Quests, the spiritual multiplier of the Brotherhood is 1, and so they gain 2 SP's from the initiates, and 5 from the Rune Level members, with a whole point devoted singulary to Black Fang to yield 8 SP's on the most important of HeroQuests (such as Black Fang's Temptation).

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Example!

"Slippers", a particulary bad nick name for a Yelm Imperator, has defeated Kalem the Beast of Seven Thongs. He decides, firstly, to destroy the thongs for they are evil, impure and tainted with Darkness. Then he plunders some of his Rune Magic. He removes Counterchaos and Darksee (of which Kalem has three uses) and gains it as one-use magic, he leaves Fear and Summon Shade alone as these would taint him. He then continues onwards.

Tavzarang, the same mistress troll as above, defeats Kalem the Beast of Seven Thongs. She decides, firstly, to take the Seven Thongs as they are useful items and each can contain a Power Spirit summoned from any Darkness Cult. She then plunders all of his Divine Magic by devouring him bit by bit and spitting his soul out to wander the HeroPlane.

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Example!

Lord Nastros, a Malkioni of some importance, has discovered a magic crystal nearby the Iron Caves upon the HeroPlane. He pockets them and readies himself to continue on his way, happy with his discovery of the congealed gods blood. Then he meets the creature that made the god bleed....

Korak Zahn, Dehori Darkness demon turned Humakti, has learned how to throw his weapons. Not only does he gain the ability to hurl his swords at long range at normal attack percentage, he also gains the ability to teach the skill "Thrown Scimitar Attack" that allows people to throw their 1H Swords at their opponents. His Hero Cult will take up the responsibility of teaching the skill.

The Dark Countess Kelzon, a Black Witch of Jakaleel, meets her mistress on the Red Moon in her Red Lead Moon Palace. Here she is rewarded for her many Quests and endevours. She is granted training in a few cult skills, but more importantly she is gifted with three powerful cult spirits bound into her Black Maul. The first is a power spirit with a POW of 45, the second is wraith that would make the Crimson Bat think twice (well, not quite) and the last is an allied spirit loaded with Divine Magic. This ends her illustrious career as a Heroine.

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Example!

Kelzon might instead relinquish this gift and bestow her entire Supporting group with a more minor allied spirit, say POW 2d6+3 and INT 2d6+3. A more modest ability over a wider spread, that would also increase her support points upon later quests.

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