The short summary of what you should definitely read is:

  1. Skim the section on Hero Improvements.
  2. If you’re new to HeroQuest:

    1. Read the beginning of the section below on abilities, including the part about ability ratings, then skim the rest of it.
    2. Read the beginning of the section on Contests, including the subsection about shared features across all types of contests. You can pick up the details of the different types as we go.
    3. The section on Contest Consequences is pretty short, so might be worth a look.
    4. Skim the section on Modifiers and Augments.
    5. Probably eventually look over the sections of the Relationships rules that cover the kind of relationships your character has, but it’s not really a pre-requisite.
    If you’ve played HQ:G, instead look at the list of differences and read the stuff it suggests.
  3. You’re good to create characters and play and stuff, but feel free to look at the rest of the doc later for reference or if you get curious about something!

Abilities

Abilities are the defining features of HeroQuest characters. Some of them come from keywords, packages of abilities that people in a particular occupation or from a particular culture or such have all learned, while others will be more unique to your character. They can be just about anything your character can do well, use effectively, or otherwise benefit from. They’re what you’ll use to try to win contests (described below).

They can be mundane abilities like particular skills, personality traits, relationships, or wealth; or they can be magical talents, spells, etc. They can also be things like possessions or special items.

Ability ratings

Abilities have ratings that range from 1 to 20. Higher numbers are more powerful, since they’ll be used to set the target number you try to roll under in contests.

When an ability exceeds 20, it wraps around back to 1 and gets a mastery, which will essentially bump your level of success on rolls up. Each mastery represents 20, so ability ratings go like 1, 2, 3, …, 20, 1M, 2M, …, 20M, 1M2, …. For a quick sense of how good a mastery is, if you’re rolling your Punching 13M versus your opponent’s Brawling 13, you’re gonna win about 75% of the time. If you’ve got Punching 13M2 instead, it’s more like 95%; at 13M3, you’ll be nearly guaranteed to win, and at 13M4 it’s an actual certainty, although if they’re very lucky you might not beat them too badly.

If you’re doing something for which you have no relevant ability, you’ll use the default ability rating of 6; although some things you just might not be able to do at all without a relevant ability (e.g. reading an unfamiliar language).

Types of abilities

There are several types of abilities that HQ distinguishes, although most of them don’t have any special handling in the rules. Followers, magic and flaws are the main ones that do. All of the types are divided into either mundane or magical abilities.

A skill is a mundane ability that lets characters do something. Some are physical, some are mental, some are social, some are hard to classify.

Notable personality traits can also be abilities. They can be used in a contest or to augment other abilities, but sometimes they might also function as a flaw. There are some examples on p. 29 of the rulebook, and in the “typical personality traits” part of your keywords.

Relationships

Personal ties and commitments can be represented as relationship abilities. They have two parts (in addition to the rating every ability has): the type of the relationship (e.g. Love, Hate, Leader of, Member in), and the object of the relationship (e.g. your spouse, temple, retainers). Relationships can be with an individual or a community. Your keywords will have suggested relationships, although you might also have a different variant on those suggestoins.

Relationships with individuals can be with either a follower or a supporting character.

Followers

Followers are characters controlled by the player. The relationship starts at 13 (or 17 if the follower is listed in the Typical Followers part of your keywords), but the follower also has one or more abilities of their own. Followers are either retainers or sidekicks.

Retainers have a single keyword at 17. They are relatively uncommitted and un-individualized followers; they might be paid servants, distant relatives, soldiers in your command, or such. You also don’t have to have a separate relationship with each of them; you could for example have a single “Leader to Followers”, “Commander of Retainers”, etc. ability.

Sidekicks are more individual and more personally connected to your character. They have a keyword at a rating of 17 and three abilities starting at 13 each. You then get 15 points to increase those abilities (adding at most +10 to any one ability). They absolutely need a name and personality, and you need a separate relationship ability with a sidekick. During character creation you can only get one sidekick, although you may be able to acquire more in play.

On your character sheet, you should record both the relationship ability, and the follower’s abilities, with the latter marked off in some fashion to indicate they belong to that follower. The details of actually using their abilities will be described in the Relationships section below.

Supporting characters

Supporting characters are controlled by the narrator. If you want to get help from them, it’ll require more convincing and interacting. They don’t have abilities written out on your sheet because they narrator’s the one who plays them, and they get to handle that the same way they would any other NPC. HeroQuest divides supporting characters into five roles (adversary, ally, contact, dependent, patron) described below.

Magic

In the HeroQuest rules there’s a lot of special stuff around a few different types of magic; we won’t be using them for this game so don’t worry about them.

Flaws

A flaw is a special type of ability that usually causes problems rather than helps. This isn’t an objective feature of an ability name: for example, for one character something like Flighty might be a mostly beneficial personality trait that leads them to duck out of situations before they turn dangerous, while for another it could be a flaw that gets in the way of being reliable in their personal relationships. Basically, a flaw is an ability you want to mostly hinder your actions or need to be overcome in order to succeed in them. If the word “flaw” is troublesome for something you want to get the rules effects of a “flaw”, feel free to call it something that sounds less judgmental or whatever.

Flaws can start at whatever rating the narrator and player agree on, with ratings of 13 or 17 being pretty minor. If you eventually want to remove a flaw from your sheet, the usual way encouraged by the rules will involve gradually developing a competing trait up to a point where it’s stronger than the flaw.

Possessions and Wealth

Possessions are the things you have. Generally you’ll only want abilities for particularly prized or special things you have.

You’ll also have a Wealth rating that represents your total assets (both concrete like valuable property or business ventures and more intangible things like influential friends) and social status within your community. It’s less about spending money than your standard of living, public image, personal appearance, and financial dealings. It doesn’t get used to buy stuff, but for things like convincing people to lend to you, impressing a visitor, or acquiring prestige.

Your starting Wealth rating will be determined by your occupation, although you can buy it up with points like other abilities. The table below summarizes typical wealth levels (although the examples are of course more aimed at Glorantha).

Wealth and Standard of Living
Standard of Living Wealth Examples
Minimal 6 Hungry people, such as menial workers, prisoners, enslaved people, drafted common laborers, beggars.
Common 13 Most people, including farmers, minor crafters, civilized soldiery, peddlers, boat captains, lesser priests, most shamans, journeyman adepts, village clergy.
Prosperous 5M Master crafters, professionals, shop-owning merchants, large traders, ship captains, knights, thanes, weaponthanes, minor nobility, notable champions, powerful priests or shamans or adepts.
Rich 15M Nobles, clan chieftains, counts, earls, important priests, heads of wizardry schools.
Very Rich 10M2 High nobles, tribal kings, high priests, dukes, bishops.

Special and Magical Items

Items that can do remarkable things are generally treated as abilities. You can even have such an item who actual ability is only discovered during play. Improvements in the rating of an item don’t necessarily indicate the item itself becoming more powerful; it may also represent your hero becoming more adept at the use of it. Page 31 of the rulebook has some sample special items, although they’re mostly fantastic in flavor.

Hero Improvements

Hero Points are a currency that lets you improve a roll or permanently improve your hero. Below I’ll describe what the rules say, although there’s some stuff we may end up tweaking based on how well the RAW play.

Gaining Hero Points

HQ1 leaves a lot up to the discretion of the GM when it comes to giving out hero points. You’ll start with 3, and you’ll get new ones at the start of each “adventure”, but we’ll have to feel out the specifics as we go.

Using Hero Points

Fortunately using them is not so loosey-goosey. You spend hero points to improve your hero’s abilities, to make any permanent change in them. The rulebook says these improvements have to be done between adventures, but we may end up deviating from that.

The rules in the book say that improvements that don’t relate to previous events of play or established goals or backstory you have to pay double the hero point cost; we’re not going to use that bit.

Adding new abilities

You can add a new mundane abiltiy for 1 hero point. New abilities begin with a rating of 13, unless the narrator decides it’s part of one of your keywords, in which case it starts at 1 more than the keyword rating (usually 18). If we had magic in our game, then learning a new magical ability would probably be a bit more expensive. Gaining a new retainer costs 1 hero point like other abilities, but a new sidekick costs 3 hero points.

Improving abilities

You can also spend hero points to increase your existing abilities, 1 point to improve a mundane ability by 1. You cannot improve a keyword’s rating. You can also convert a retainer to a sidekick for 2 points, with the former retainer now gaining three new abilities at 13. You can change a supporting character’s role for either 1 or 0 points at the narrator’s discretion.

The rules have higher costs for increasing an ability by more than 1 point at a time: 3 points for +2, 6 points for +3, or 10 points for +4. We’ll use those to start, but we may end up adjusting if it doesn’t play well.

Cementing experiences

When you succeed at some goal (finding love, gaining wealth or treasure or knowledge, for example), it isn’t always stably yours. In a future situation you might end up losing it, even pretty summarily. If you really want to be sure it’s yours, you can spend hero points to cement the experience. If it’s something that already has a defined hero point cost, it costs the normal cost; otherwise it costs 1 hero point. It’s still possible to lose cemented benefits during the course of the game, but you’ll definitely get a chance to prevent that loss.

Core Rules

Now to get into the rules about play itself and stop worrying about character creation and improvement!

Contests

When your hero faces some sort of obstacle or challenge, it’s time for a contest, of which there are two or three kinds, depending on if you count automatic successes. An automatic success happens when the narrator judges that your action is something “no self-respecting hero would ever fail at” and you just succeed without an actual contest. A simple contest is the usual form of contest: you and your opponent or other resistance each roll once and the rolls decide who wins. When we want to really zoom in on something, we use an extended contest instead. First we’ll have an explanation of the stuff that’s relevant to all contests and then give the deets on each type.

Shared features of all contests

To overcome a challenge, you’ll choose the ability on your character sheet most relevant to what you’re doing (the narrator will work with you to make sure it’s appropriate). Then you’ll take its rating and apply any modifiers (whether from previous contests, other augmenting abilities, details of the situation, etc.) to arrive at a target number that will be the number you’re actually rolling again.

In every contest, your ability will be opposed by a resistance number; which might be an opponent’s own ability, a natural force, or more generally a measure of the difficulty of what you’re trying to do. A higher resistance will be harder to beat. The default resistance when there’s no clear other resistance is 14; your hero will sometimes be able to default to this when trying to resist others’ actions against you if you don’t have any better abilities.

Die rolls

To determine how well you do in a contest, you’ll roll a 20-sided die and compare the die with your target number, ignoring masteries for now, and hoping for low rolls. The narrator will do the same for the resistance. Here are the possibilities:

We’ll end up comparing the degree of success or failure each side got to determine the outcome of the contest.

Bumps

Some things will bump your degree of success or failure up or down. A bump up improves the degree of success by one step—fumble to failure, failure to success, success to critical. A bump down lowers the degree of success—critical to success, success to failure, failure to fumble.

In a contest, masteries on each side cancel out until only one contestant has any masteries left. After that, the side with masteries remaining (if any) gets a bump up for each one. You can also spend a single hero point for another bump up, after masteries are applied.

If your result is a critical and you still have any masteries left over, each remaining mastery bumps down your opponent’s result by one step instead. Once your result is a critical and your opponent’s is a fumble, your masteries don’t do anything more.

Victory and defeat

Each contest type compares the degrees of success or failure of the opposed die rolls to determine a level of victory or defeat, although the different types do so differently. There are four levels each of victory and defeat: marginal, minor, major, and complete (in order of increasing severity); ties are also possible. These outcomes are symmetric: when you earn a major victory, your opponent has suffered a major defeat, and vice versa. The level of victory and defeat will influence the outcome of the result.

No repeat attempts

A contest represents all your attempts to overcome an obstacle. If you are defeated, it means that no matter how many times you tried to solve the problem with your ability, you were unable to. You can only try again with a different approach or if the situation changes significantly.

Simple Contests

Simple contests resolve things quickly, in a single pair of die rolls. They go like this:

It goes like this:

  1. State what your hero is trying to do and which ability they use.
  2. Calculate your target number using the ability rating and any modifiers.
  3. The narrator selects the resistance.
  4. Roll a die to determine your degree of success or failure, then apply any bumps. The narrator does the same.
  5. Determine level of victory or defeat based on the Simple Contest Results table below.
  6. Determine contest consequences and what happens.
Simple Contest Results
Player’s Roll Opponent’s Roll
Critical Success Failure Fumble
Critical Low roll receives marginal victory, else tie Player receives minor victory Player receives major victory Player receives complete victory
Success Player suffers minor defeat Low roll receives marginal victory, else tie Player receives minor victory Player receives major victory
Failure Player suffers major defeat Player suffers minor defeat Low roll receives marginal victory, else tie Player receives minor victory
Fumble Player suffers complete defeat Player suffers major defeat Player suffers minor defeat Tie

Group Simple Contests

A group simple contest is a sequence of simple contests to resolve a conflict between three or more characters or forces. The contestant with the highest target number goes first and singles out one or more opponents for a simple contest. The loser is eliminated from the group simple contest. Then, if still in the contest, the second highest picks an opponent, and so on, until everybody has acted or is out of the contest. At that point if anybody remains who’s still opposed, then do it again until all but one “side” are out of the contest.

When both participants in a simple contest within a group simple contest roll fumbles, the narrator may opt to treat this as a marginal defeat for both of them to indicate that, although their results cancel out with respect to each other, their situation worsens compared to other contestants.

Extended Contest

Extended contests take more time to resolve, but can add some nice dramatic suspense and tension with the back-and-forth. An extended contest consists of one or more rounds, in which the contestants perform actions which resemble simple contest. Each round does not decide the whole contest’s outcomes, however, only who gains or loses advantage points (AP) this time around. The contestants keep taking turns, acting and reacting, until one of them runs out of AP and is defeated.

They go like this (although depending on the situation, a narrator character might go first instead of the player):

  1. State your overall goal for the contest. You can potentially change that goal as the contest continues.
  2. State what your hero is trying to do and which ability they use for their first action.
  3. Calculate your starting advantage point total using the target number plus any source of additional advantage points you may have. This is equal to the target number you use for the first round of the contest, with each mastery adding 20 AP. Followers can also be used to increase your starting APs, as described below.
  4. The narrator selects the resistance and figures its starting advantage point total. This works the same way. Since it’s based on the first round, it can be very effective if you’re initiating the contest to try to force your opponent to use a low ability as their resistance to your first action.
  5. Carry out one or more rounds. Each round is an action and an immediate response, where the acting contestant risks a number of their AP to try to reduce their opponent’s AP. Then their opponent can do the same.
    1. State your hero’s attempted action, ability used, and advantage point bid. The AP bid should be based on how riskily you’re acting. If you don’t want to specify, the narrator can also choose based on how risky the action you describe is. The section on Sample Bids below may help you decide.
    2. The narrator selects the resistance.
    3. Roll a die to determine your degree of success or failure, then apply any bumps. The narrator does the same.
    4. Compare your result to your opponent’s using the Extended Contests Results table below to determine AP gains and losses.
    5. Now it is your opponent’s turn, which goes the same way but with the roles reversed.
    6. Repeat as long as both sides have positive AP totals.
  6. Determine contest consequences. Once somebody reaches zero or below APs, the level of victory/defeat is determined by the final AP total of the loser: 0 to -10 is a marginal defeat, -11 to -20 AP is minor defeat, -21 to -30 AP is a major defeat, and -31 or below makes for a complete defeat. The victor has a symmetric level of victory.
Extended Contest Table
Roll Critical Success Failure Fumble
Critical Worse roll transfers ½ × bid, else tie Loser transfers 1 × bid Loser transfers 2 × bid Loser transfers 3 × bid
Success Loser transfers 1 × bid Worse roll loses ½ × bid, else tie Loser loses 1 × bid Loser loses 2 × bid
Failure Loser transfers 2 × bid Loser loses 1 × bid Worse roll loses ½ × bid, else tie Loser loses 1 × bid
Fumble Loser transfers 3 × bid Loser loses 2 × bid Loser loses 1 × bid Tie

Advantage Points

A key thing to note about advantage points is that they track who has the advantage at the moment; they are not hit points or such, even in extended contests where you’re trying to kill each other. Until you drop to 0 AP or lower, you’re not going to take any serious wounds/reputational damage/etc.

Your AP bids need to reflect your action in the round: if you’re acting very boldly, that’s going to need to be a high bid, if you’re playing it safe, that’s gotta be a low bid. The narrator might suggest changing your bid or action if they don’t seem to match up.

By the way, if you want advice on the optimal tactical moves in extended contests, check out the “How Much Should I Bid?” sidebar on p. 68 of the PDF.

Followers in extended contests

Follower can act in several ways during an extended contest:

Sample AP bids

Here’s some examples to give you a sense of how much to bid for various levels of boldness. The categories are sometimes used to determine who made the more daring bid for action order in group extended contests. Reckless is more daring than determined is more daring than normal and so on.

Group Extended Contests

When an extended contest involves more than two contestant, it’s a group extended contest. They work broadly similarly to ordinary extended contests, but ordering in each round gets a little more complicated.

At the start of each round, each contestant states their action and AP bid and says who they’re targeting. The narrator then determines the order in which the contests act, using one of these options:

Then the round ends when everybody who’s still in the contest has acted.

In the first round, each contestant’s starting AP total is determined by the ability or resistance they use first (depending on whether they get to act before they are targeted by another’s action or not).

In some cases, such as if you get attacked or your target is taken out of the contest before you get to take your action, the narrator may let you change your action. You can also always choose to delay your action and let others act before you.

Special extended contest options

There are a few special things that you can do in extended contests.

Contest consequences

When a character is defeated in a contest, the narrator may impose a penalty to some of their abilities depending on the nature of the contest. The Contest Consequences table has suggestions of how big those should be:

Contest Consequences
Simple Contest Defeat Level Extended Contest Final AP Total Contest Result Penalty
Marginal 0 to -10 AP Hurt -1 penalty to appropriate ability
Minor -11 to -20 AP Impaired -10% to appropriate ability
Major -21 to -30 AP Injured -50% to appropriate ability
Complete -31 or fewer Dying No actions allowed

In a contest involving your followers, they’ll suffer one more level of defeat than you do.

States of health

HeroQuest uses six “states of health” to summarize the how healthy, wounded, or defeated a hero is as a result of contests. Those states of health are called healthy, hurt, impaired, injured, dying, and dead. For non-physical contests, these states are more metaphorical.

Nonlethal combat

In deference to fictional tropes, HeroQuest lets you ensure you’ll not accidentally hurt your foe more than intended when trying to take them down non-lethally. If you say you’re trying to defeat your foe non-lethally and you win the contest, they’ll be unconscious and will be at most hurt, no matter what. Your described action needs to fit the non-lethality, although we can play a little fast and loose with that. At the narrator’s discretion, you might also be able to “non-lethally” attack someone in non-physical contests.

Modifiers and Augments

Modifiers add to or subtract from an ability rating when calculating somebody’s target number for a contest. A bonus (written like +3) adds to the rating, and a penalty (written like -5) subtracts. The narrator can apply modifiers based on circumstances, the appropriateness of your ability, or anything else that alters your effectiveness. You can also get bonuses by either yourself or another character using another ability to augment your ability.

If your target number in a contest is reduced to 0 or below by modifiers, you will automatically fail. If your target number goes up or down across a mastery boundary due to masteries, you do indeed lose or gain the mastery for the purposes of that contest.

There are several sources of modifiers:

Augmentation

You can use an ability to augment another for a bonus to the augmented ability’s rating, if the augmenting ability is relevant and helpful for the current situation. The augment bonus will last for the duration of the current contest. There’s two ways of handling augments; we’ll usually use automatic augments unless the augment is especially dramatic.

An automatic augment is quick and easy: you say what ability you’re augmenting with (possibly describing how it helps or how you bring it into play), and you get a bonus equal to one-tenth of the augmenting ability (rounding fractions of 0.5 or higher up). For example, Hate Lunars 18 gives an automatic augment of +2, while Jumping 14 could only give +1. Augmenting with abilities representing an actual action takes time and may require an unrelated action in extended contests, at the narrator’s discretion. In some cases, abilities (especially flaws) may also provide an automatic penalty, which is calculated the same way except it’s a penalty instead of a bonus.

You can also try for a higher bonus by rolling for a variable augment. In an extended contest, this will always require an unrelated action. The roll is a simple contest of the ability against a resistance equal to 5 times the desired bonus. On a marginal victory you only get half the bonus you were hoping for, but any other victory will give you the full bonus. Nothing happens on a tie. On a marginal defeat, you suffer a penalty equal to half the bonus you were trying for, and any other defeat brings a penalty equal to the full bonus you wanted.

You can also try to augment somebody else’s action with one of your abilities, with either an automatic or variable augment. Depending on what you’re doing to augment them, the narrator may require you to roll a variable augment rather than just using an automatic one. In an extended contest, augmenting somebody else will always require an unrelated action. If you augment somebody in a group contest and they lose, you’ll suffer the consequences of defeat as well, even if you only participated by augmenting them.

Healing and Recovery

There are four ways of recovering from wounds (literal or otherwise) in HeroQuest: mundane healing and minor healing magic (which are common and can help most wounds), major healing magic (which is rare but can heal a character completely), and time (which slowly heals anything short of dying or dead). The magic ones probably don’t apply for our setting unless we want to use some of those rules for some kinds of advanced medical technology. Although the rules are phrased mostly in terms of “healing” and “wounds”, they apply (with appropriate recovery abilities) to any kind of contest consequences.

Healing Resistance
Resistance
Contest Consequence Mundane Healing Magical Healing
Hurt(s) 14 14
Impaired 17 14
Injured 5M 14
Dying 20M 14

Mundane healing can remove the penalties from hurts or impairments, but can only stabilize injured or dying patients. It’ll usually be resolved as a simple contest. The resistance for mundane healing attempts will either be based on the Healing Resistance table if the wound is from a simple contest or be equal to the patient’s final negative AP total from an extended contest. The effects are:

Minor magical healing is pretty common in Glorantha and can reduce the severity of any wound. It’s usually a simple contest against the base resistance of 14. The effects are:

Major magical healing is mostly only available to specialized healing cults and practices in Glorantha. It removes all appropriate damage with any level of victory. As with other healing, the condition worsens on a complete defeat. After a tie or defeat with major magical healing, only time can help. This healing can often call for an extended contest.

Time

Without healing, hurt characters recover from one hurt per day if they’re able to rest, eat, drink, etc. normally, and don’t perform stressful actions. In other situations, they might recover more slowly at the narrator’s discretion. Impaired characters heal more slowly over an adventure or a week or so, but they recover completely when that time elapses.

Injured characters are even slower, taking at least one adventure spent on resting up. Even after being fully healed by anything short of major magical healing, they might still suffer a physical or mental scar that functions as a flaw.

Healing during an Extended Contest

During an extended contest, a hero with a healing ability can try to heal themself or others, using either the healing rules above (if the target has already suffered a wound), the healing ability as an augment, or (if healing somebody else) the AP lending rules.

Relationships

Every relationship has three parts: the nature of the relationship, the name of the person or group the relationship is with, and the rating. They’ll start out with a rating of 13, or 17 if they’re from a keyword.

Personal relationships

Personal relationships are individuals you have relationships with and can be divided into followers—characters under your control, sometimes accompanying you on your exploits—and supporintg characters—who are played by the narrator. Followers are further divided into retainers and sidekicks.

Supporting characters are classified into five roles relative to you:

Followers and supporting characters don’t have to be people, necessarily. They could be a pet or even a (usually magical or otherwise (semi-)aware) item.

Followers

Followers are minor characters that are mostly controlled by the player of the character they’re connected to, rather than the narrator. Your hero has to have a relationship with a follower, although for retainers a single relationship ability can cover multiple retainers. Followers have their own abilities that you can make use of. Like any other ability, they’re considered part of your hero and go on your character sheet.

Retainers are relatively faceless followers whose commitment is not personal: they might be a paid servant or a distant relative or the like. Each retainer has a single keyword, rated at 17.

Sidekicks are more distinct individuals than retainers. They can act somewhat independently of you if you’d like, and you can use hero points to continue to develop their abilities over time. A human sidekick has a keyword at 17 and three additional abilities starting at 13. Nonhuman sidekicks gain the abilities of their species at ratings as well, but might not have a keyword. Either way, when you gain a sidekick you also get 15 points to spend to further increase its abilities, adding no more than +10 to any one ability. The narrator may also assign additional abilities or flaws to further develop a sidekick. You have to have a separate relationship with each sidekick.

You can change a follower’s role during play. You can “promote” a retainer to a sidekick at a cost of 2 hero points. With narrator permission you may also change a sidekick to a retainer or turn either into a supporting character. You don’t get any hero points refunded for that.

In contests, a follower may:

Followers will reliably obey and perform the task they are hired to do, but if you want them to perform outside their duties, you might need to roll a contest to convince them. The narrator will use the table below to decide an appropriate resistance:

Follower Reluctance
Action Resistance
Something trivial and meaningless. “Cook, please wear this badge while in my employment,” or “Fighting guy, would you bring that table over here?” 14, or automatic success
Something out of the ordinary but reasonable under the circumstances. “Healer, will you come help us move this boulder?” or “Butler, stay up all night and stand watch at this window, will you?” 17
Something that is very much outside the expected actions of the follower. “Penny-counter, dig that garden and plant these beans,” or “Fighter, pick up my horse droppings in the parade.” 5M
Something frightening, gruesome, or sickening. “Page boy, fetch that bashed-in head with the brains hanging out. Don’t forget that eyeball there.” 20M

Replacing followers

Followers are useful, but they tend to be more likely to die than heroes.

Between adventures, you can replace dead or otherwise gone retainers for no hero point cost, if a suitable pool of replacement candidates exists. If your hero has been treating their retainers poorly, then you might need to win a contest with your relationship ability to find somebody.

Sidekicks are more personal, but can be replaced with an equally experienced replacement by spending a hero point. If you take too long to replace a sidekick, the narrator may require you to create a completely new sidekick with the base ability ratings.

Supporting characters

Supporting characters are controlled by the narrator and generally aren’t as consistently involved in your day-to-day. They might have their own abilities, but those will be decided by the narrator like any other NPC, and don’t go on your sheet. Your relationship ability does go on the sheet and indicates how strong the relationship is, and how much you’re able to use it to affect them. Relationships with supporting characters cost 1 hero point to gain or replace. Hero points can also be spent to improve the rating of a relationship with a supporting character, but not their abilities.

An adversary is a supporting character who is opposed to your hero, whether a horrible villain or just somebody with some contrary interests to those of your hero. The rating of the relationship represents how intense the hatred/rivalry/whatever is.

An ally is a friendly character of comparable accomplishment and status to the hero. They might come to the hero’s aid when needed, if not too busy with their own life. Sometimes they might need the hero’s aid instead.

Contacts are colleagues, old acquaintances, that sort of thing: the kind of person you might be able to hit up for some information or other indirect aid. A They might be an individual or a category or people. The rating represents how likely you are to be able to find one of them and get useful information or a minor favor from them. Generally, contacts will only help if it doesn’t cost them much or you make it worth their while.

A dependent is a supporting character you’re obliged to protect or support in some way, but who can’t do much to aid you in return. Family members, romantic partners, your old army buddy’s husband you feel bound to take care of because you couldn’t keep his spouse alive could all be dependents (though of course nothing says your boyf or little cousin can’t be as capable as your hero, in which case they’d be an ally instead).

A patron is a supporting character of greater accomplishment or social status than the hero. They might aid you occasionally, but they’ll likely expect favors or services in return. They tend to rely more on their connections than acting directly themselves.

Supporting characters will change over time just like anybody else, and their roles might also change. You can change a supporting character’s role, rewriting the ability name appropriately, by spending 1 hero point (the narrator may sometimes waive the cost). The books say you can only do this is the story is already moving that direction, but I’m likely to be fairly accepting of retroactive justifications.

Community relationships

Other relationships are with some community that can provide your hero with support of various sorts. The relationship is mutually dependent: the more support a community gives you, the more they benefit from your success, but the more they lose when you fail. Communities may refuse to support you or even oppose you in endeavors they view as too risky, but a closer relationship to the community will give you a better chance of getting their help.

Types of support

Communities can provide a lot of different sorts of mundane support to their members, depending on the nature of the group. Almost all of them will provide a sense of belonging and some room to trust your fellow members. They’ll often provide some forms of training or knowledge. In hard times, they may help you stay well fed, housed, doctored, etc. They might be able to bring political or social pressure to bear on your behalf, or ransom you if you’re captured by enemies. They may help to equip you with good weapons, armor, and other equipment, depending on the community and your social status within it. Mechanically, they might be able to give you a bonus from their support for just about any sort of contest, whether from community members helping you in a fight, investing money in your trade ventures, cheering you on to bolster your morale.

Communities can also provide supernatural support, typically during heroquests or similarly momentous rituals. This probably won’t be relevant for this game.

Levels of support

The level of support your community is willing to grant you is decided by the narrator, based on what aid you want, the possible outcomes, and possibly the results of a contest. Here’s the possibilities:

Requesting community support

By default, a community provides ordinary support to its members: those people with an established Relationship to the community. If you don’t have a community relationship on your sheet, then you don’t have a home and can’t expect aid from them. Greater levels of support require convincing the community and its leaders. The resistances here might be stronger if the hero seems selfish or reckless, or weaker if the hero has previously exceeded expectations when it comes to helping the community. The level of support requested sets the base resistance, though. It might also be modified by the size of the group or other circumstances.

The size of the community determines the maximum possible bonus the community can provide, called the total support bonus:

Community Support Bonus
Number of Supporters Total Support Bonus
2 +1
4 +2
8 +4
16 +6
32 +8
64 +10
125 +13
250 +16
500 +20
1,000 +25
2,000 +30
4,000 +35
8,000 +40
16,000 +50
32,000 +60
each ×2 +10

The request for support will usually be a contest using the hero’s relationship to the community. The resistance will be 20M plus the total support bonus for total support, 5M plus half the total support bonus for extraordinary support, 16 plus 10% of the total support bonus for moderate support, and an automatic success or 14 for ordinary support. The effects of each outcome are:

The table below summarizes the size of the bonus and any other effects from each level of support:

Levels of Support
Level of Support Bonus Mundane Benefits
Total Support The total support bonus In addition to the benefits of extraordinary support, you may get various unique one-use items or magic.
Extraordinary Support ½ of the total support bonus In addition to the benefits of moderate support, you may get loaned ritual items, spirits, or other magic for the duration of your mission.
Moderate Support ⅒ of the total support bonus In addition to the benefits of ordinary support, you may be lent followers or better equipment for a while.
Ordinary Support at most a +1 morale bonus Ordinary benefits, like minimal food and lodging, being welcome at social functions, ordinary protection from outsiders, etc. Whatever’s usual for the community.
Objection ⅒ of the total support bonus as a penalty If you proceed, you’ll be denied ordinary support, community members may interfere with you individually, and any request made to individual community members will be at a base resistance of 5M.
Forbiddance ½ of the total support bonus as a penalty

If you proceed, you’ll suffer the effects of objection as well as:

  • Loss of previous gifts and support given by the community
  • Interference from individual community members
  • Increased resistance to support by other related communities
  • A base resistance of 20M to requests for aid from individual members
Condemnation the total support bonus as a penalty If you proceed, you’ll suffer the effects of forbiddance as well as withdrawl of support from other related communities and a base resistance of 5M3 to requests made of individual community members.

You can request support from multiple communities if you have relationships with multiple. Each support bonus can only be used on a single contest, but if you have multiple you can use as many as you want per contest. It’s fine if the communities in question have some overlap if it’s not a hierarchical overlap where one is just part of the other, although you might be able to use the bonus from a smaller community as an augment when trying to convince the larger one.

If you fail at getting support from a community, you suffer normal consequences of defeat and the community might end up actively opposing you. If you do get community support and fail at what you’re trying to do, some of the consequences might fall back on the community as well.

Guardians and hero bands

Hero bands and guardians are somewhat setting or at least genre-specific, so I think probably we don’t need to worry about them for this game.