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Vriess’ Story
“Wanna check the chair?”
“They never check the chair”
“The Kawlang Manoeuvre, right?”
Vriess is the Betty's chief mechanic. Though his legs are paralysed, he hasn't allowed this infirmity to interfere with his work. Vriess has strong arms with that he climbs and crawls over the hidden parts of the ship. Vriess uses his re-vamped, motorised wheelchair that has hidden weapons and guns concealed within its workings. He is not above using his vulnerability to gain ill-placed sympathy to get his way but he never tricks his crewmates.
Vriess has a murky past from that he still keeps many criminal contacts.
In stressful situations Vriess provides comic relief, something that helps him deal with his unrequited love for his friend Call.
108 words.
KeyWords
Chief Mechanic 5M
Murky Past 15
Flaws
Legs Paralysed 5M2
Never Tricks Crewmates 1M
Unrequited Love for Call 5M
Personality
Curious 5M
Cunning 15
Inspired 5M
Meticulous 5M
Patient 5M
Suspicious 15
Tinkerer 5M
Relationships
Gang [Former-Member of] 17
Former Comrades [Friends of] 17
The Betty’s Crew [Loyal to] 19
Black Market [Contacts] 15
Underworld [Contacts] 15
Criminal Boss [Contacts] 15
Parts Supplier [Contacts] 5M
Junkyard Owner [Contacts] 5M
Trusted By Elgyn 10M
Abilities
Adapt Technology 15M
Climbs 4M
Comic Relief 19
Conceal Weapon 19
Crawls 19
Deals with Stressful Situations 19
Kawlang Manoeuvre 19
Knows Hidden Parts of Ship 5M
Nothing Interferes with Work 15M
Overcome Infirmity 5M
Repair Anything 20M
Strong Arms 5M
Take out Frustration on Objects 15M
Understand Function 5M2
Uses Vulnerability to Gain Ill-placed Sympathy 19
Wheelchair
Re-Vamped Motor 19
Weapons concealed in its workings 19
Tough 19
Speedy 5M
Wealth
Standard of Living: Common 13
WEAPONS:- Hidden Guns, Hidden Weapons, Knife, Wrench.
ITEMS:- Fake Papers, Assortment of Loot, Assorted Tools, Spare Parts, Overalls, Wheelchair
HeroQuest is the innovative, dynamic, and flexible rules engine by Robin Laws, suitable for play in any genre or setting. It present a simple and flexible system that allows Game Masters to make decisions the way authors and screenwriters do when creating novels, TV episodes and movies. HeroQuest encourages creative input from your players, resulting in an exciting, unpredictable narrative created through group collaboration. Its resolution methods and scalable character levels make it equally suited for any genre, from epic fantasy to satirical soap opera. Whether your next game idea draws on horror, war, westerns, martial arts, pulps, cyberpunk, cliff-hangers, giant robots, super-powered heroes, space opera, cop action, corporate intrigue, furry animals, swashbuckling adventure, Greek tragedy or even drawing room comedy, HeroQuest can handle it! You can even use HeroQuest to emulate a musical – although it won’t do the singing or dancing for you.
Completely rewritten by the Robin Laws, this new edition opens and details running the core system for any genre.
This book contains everything needed for play:




Bobby Singer's Story
"Do I look like a ditch-able prom date to you?".
Dean "This isn't your fight". Bobby "The hell it isn't!!!!, family don't end with blood, boy!".
Bobby Singer is a passionate, tough hunter who runs an auto salvage yard as his day job, and is a go-to guy for supernatural research. He seems to have amassed quite a bit of experience over the years plus his house is full of books about demons and 'other things'. John Winchester was an old friend, though they had a falling out.
Bobby's a no bullsh!t kinda guy. He's straight-up loyal and has helped many other hunters whenever they need him and he knows his sh!t.
Bobby is cautious and shrewd, he laces his beer with holy water, and plans his hunts and works out tactics.
107 words
KeyWords
Hunter of the Supernatural
Salvager
Mechanic
Flaws
Fell Out With John
Has a Day Job
Over the Years
Personality
Cautious
Experienced
Loyal
No Bullsh!t Kinda Guy
Passionate
Shrewd
Straight-up
Relationships
Distrusts Bela Talbot
Friend to Dean
Friend to Sam
Old Friend to John
Mourns his Wife
Hates Ruby
Abilities
Amassed Experience
Books About Demons
Books About 'Other Things'
Good With Holy Water
Go-To Guy
Helps Hunters
Knows Demonology
Knows His Sh!t
Knows Mythology
Knows Supernatural
Laces Beer With Holy Water
Often Needed
Plan Hunt
Tough
Works Out Tactics
Items
Arcane Paraphernalia
Auto Salvage Yard
Holy Water
House Full of Books
Sawed-off Shotgun
My good friend Simon has written another Serenity freegame for 32 players that we will run at Tentacles Omega convention that takes place in a castle above the Rhine Valley in Germany this weekend.
I have assisted with the writing, along with Colin, as well as producing of some of the props and items for the game.
Trouble is Simon has just out-classed us all with those masks below that he has made today!
Here is the blurb for the game:
Serenity/Firefly: Showboat!
by Simon Bray, Darran Sims and Colin Driver
Play a space rogue, courtesan, politician, special agent or valiant captain in this game of daring exploits, devious politics and deadly secrets. This is a game of good role-playing; newcomers are always welcome but only if they are coming to chew scenery and make this game go with a bang. Costuming a necessity and turning up on the day even more so
Reaver Masks by Simon Bray.

Ruby's Story
"Anyone got a breath mint? Some guts splashed in my mouth while I was killing my way in here..."
"Well... they killed your precious little virgin too! Next time... we do MY plan"
Ruby, a feisty blonde, is a demon with demonic abilities such as enhanced strength and inhuman durability; however she is vulnerable to most weaknesses of demons.
Ruby is a skilled fighter, forgoing telekinesis that other demons use, she tends to rely on martial arts.
During her time as a witch, she gained extraordinary knowledge of magic. She knows how to nullify the effects of hex bags, as well as how to create them to hide her presence from supernatural beings. She knows a spell capable of wiping out all demons - including herself - within a mile radius.
Ruby possesses a mysterious and magical "demon-killing" knife.
107 words
KeyWords
Demon Possessed Female
Witch
Flaws
Vulnerable To Weaknesses of Demons
Distrusted
Enemy To All Demons
Once Human
Personality
Feisty
Forgo Easy Way
Mysterious
Rely On Mundane Way
Relationships
Distrusts Dean
Hated By Other Demons
Mentor to Sammy
Rival of Bela Talbot
Suspicious of Bobby Singer
Abilities
Create Hex Bags
Demonic Abilities
Demonology
Enhanced Strength
Extraordinary Knowledge of Magic
Extensive Knowledge of Supernatural
Feisty Blonde
Gain Magic
Hide Presence From Supernatural Beings
Inhuman Durability
Knows Martial Arts
Knows Spells
Nullify Hex Bags
Nullify Magical Effects
Possesses Magical Artefacts
Skilled Fighter
Telekinesis
Wipe Out All Demons Within A Mile
Items
Arcane Paraphernalia
Demon Killing Knife
I have done some work on this map having done the western hills and finished off the mountains.
I am working on a few samples of the swamp that I'll post up soon.
| HeroQuest 2009: We're back!!! Hello all, To begin, thank you all for your patience as Moon Design got through its quiet phase, mainly due to the trying economic times that face many of us. Work and travel overseas took its toll on my schedule, but that is largely all sorted now. Production is gearing back up and many things are getting back on track. My first announcement deals with an addition to the Moon Design Team. Jeff Richard is now my partner with the specific task of developing all Gloranthan HeroQuest products. He is the single point of contact for all authors. As for publications, here is the latest on what is in the works: ---------------------------------------- HeroQuest: Core Rules (2nd Edition). The long awaited book is finally here! This is Robin Laws' innovative, dynamic and flexible rules engine suitable for play in any genre or setting. It presents a simple and flexible system that allows Game Masters to make decisions the way authors and screenwriters do when creating novels, TV episodes and movies. HeroQuest encourages creative input from your players, resulting in an exciting, unpredictable narrative created through group collaboration. Its resolution methods and scalable character levels make it equally suitable to any genre, from epic fantasy to satirical soap opera. Whether your next game idea draws on horror, war, westerns, martial arts, pulps, cyberpunk, cliff-hangers, giant robots, super-powered heroes, space opera, cop action, corporate intrigue, furry animals, swashbuckling adventure, Greek tragedy or drawing room comedy, HeroQuest can resolve its scenes of conflict, both big and small. You could even use HeroQuest to emulate a musical—although it won’t do any of the singing or dancing for you. Completely rewritten by the original designer, this new edition opens and details running the core system for any genre. 160 pages. Available in June 2009 (including the Tentacles convention). The Sartar Book. In progress since 1980 (!), The Sartar Book is the largest Gloranthan sourcebook ever published and contains in one BIG volume (nearly 400 pages!) everything you need to run a Gloranthan campaign set amongst the storm-worshipping tribes of the Kingdom of Sartar; how to create Sartarite characters and clans, magic and religion of the Sartarites (including new HQ writeups of the cults of Orlanth, Ernalda, Humakt, Chalana Arroy, Issaries, Lhankor Mhy, Elmal, Urox and Yinkin), Orlanthi heroquesting, background information about Sartar and its people, an an epic campaign arc with love, vengeance, and mythic adventure - including adventures in the Upland Marsh and a major Heroquest through the Underworld. Tons of new material that has never been printed before - this is a hefty load of pure Gloranthan Gold. Most importantly, your heroes are the center of this saga! Although we are still working on final edits, art and maps, a special limited edition pre-release version will be available at Tentacles. Next up: -------------------------- The Pavis Book. The first supplement to the Sartar Book, the Pavis Book is an update of the classic Pavis and Big Rubble setting, revised for the HeroQuest rules. But this is not a reprint of the old material - the Pavis Book contains new adventures, new information, and insights into some of the secrets of the ancient Walled City. Contains writeups of the cult of Pavis, Yelmalio, the Seven Mothers and others. Whitewall: the Last Rebel King. Yep, you heard right, we are going to put your heroes right in the middle of the great battles of Whitewall and Iceland.Contains background on the Hendriking, Volsaxing and Heortland, as well as a story arc that puts your heroes in the middle of the action. Other manuscripts are still in the production pipeline, including Ian Cooper's Coming Storm Campaign, Distant Shores, the Aldryami Book, and Heroes of Malkion. More on their publication dates will be announced later this summer. Rick Meints Publisher, Moon Design |

Whether 'tis nobler in the mind to suffer
The slings and arrows of heavy game criticism,
Or to take arms against a sea of system backlash,
And by opposing end them? To die: to sleep;
No more; and by a sleep to say we end
The heart-ache and the thousand natural shocks
Of a lack of players, 'tis a consummation
Devoutly to be wish'd. To die, to sleep;
To sleep: perchance to dream of a great home group: ay, there's the rub;
For in that sleep of no games to GM what dreams may come
When we have shuffled off to a convention for games?
So I am having a little bit of a crisis at the moment as far as my GMing games goes. I seem to have lost faith with my ability to GM at conventions as I have fallen under some heavy criticism
I am really struggling to keep my home group together. I have had some excellent players join over the last couple of years yet they seem to find excuses when to next session is scheduled not to come.
Now I am a good host – I provide a cooked meal and snacks as well as a full fridge of drinks [beer and soft drinks], I run a reasonable game with a good story, I am well organised with nice maps and handouts. The setting is fairly cool though I do know that many people do have an issue with Glorantha as a setting.
I do also know that many people dislike the HeroQuest system, but I didn’t expect it to the point that several people have condemned my games on the RPG con circuit here in the UK. This is just not an attack on HeroQuest but my games in general. Now it could be just rumours but having heard this from two different sources is troubling. Bad-mouthing my games seems a little bit cruel and vindictive and the rumours are appearing to spread by word-of-mouth.
It is now getting to the point that I may have to give up GMing games at conventions all together.
I plan to run a few HeroQuest games at Tentacles Omega, a RPG convention that takes place in Germany at the end of May this year, and get some detailed feedback from those games.
I may just attend less RPG conventions in future; I’ll just concentrate on help organising some conventions that I am involved with instead.
At Furnace I'll not run any games for instance.
I am just not sure what else to do?

Hillard's Story
"Nobody is left behind. Not even you Johner!”
“No, There’s got to be another way”
Sabra Hillard is the Betty's pilot. A feisty, captivating woman, she is also tender and dignified. Flying is in her blood as she was trained as a commercial pilot before enrolling into the Alliance military, piloting every known class of ship. Hillard knows every operating tactic and procedure and how to circumnavigate them as well as out-manoeuvring and escaping any other flyer.
Hillard served with Elgyn but like him she refused to commit the atrocities ordered by the Admiralty command. She cherishes the freedom that being a freelancer brings almost as much as she loves Elgyn; she shares both the perils and the rewards of their current smuggling lifestyle.
109 words.
KeyWords
Former Alliance Pilot 17
Smuggler 15
Flaws
Refused to Commit Atrocities 15M
Hates Being Confined 12M
Personality
Conceited 1M
Dignified 19
Feisty 5M
Impetuous 17
Loyal 8M
Rash 17
Relaxed 17
Superior 17
Relationships
Alliance Pilots [Contacts] 19
Commercial Pilots [Associates] 19
Alliance Admiralty [Adversary] 19
Battle Unit [Former -Member of] 17
Former Comrades [Friends of] 17
The Betty’s Crew [Loyal to] 19
Black Market [Contacts] 15
Underworld [Contacts] 15
Elgyn Rane [Lover ] 20M
Abilities
Captivating 19
Cherishes Freedom 19
Circumnavigate Enemy Tactics 1M
Commendable War Service 19
Dirty Fighin’ 12M
Enrolled into Alliance Military 19
Escape Pursuit 5M
Flying is in Her Blood 19
Knows Every Class of Ship 19
Knows Every Operating Tactic 19
Knows Operating Procedures 5M
Know Ship’s Capabilities 5M
Knows Smuggling Lifestyle 19
Out-manoeuvre Other Flyer 19
Persuasive 18M
Pilot Spaceship 15M
Served with Elgyn 15M
Shares the Perils 19
Shares the Rewards 19
Think Quickly 15M
Wealth
Standard of Living: Common 13
WEAPONS:- Knife, Pistol, Shotgun, SMG, Spare Ammo..
ITEMS:- Ident Card, Fake Permits, Assortment of loot, Pilots Licence, G-suit






Elgyn’s Story
“Hey son, I’ll give you my authorisation code. Its E-A-T-M-E.”
“Drink, Elgyn?” “Constantly.”
“Hey, don’t cut thrust till about 600 metres. We’ll give ‘em a little scare.”
Elgyn Rane is the captain of The Betty and has the kind of authority that doesn't need to flaunt itself. Smart, resourceful and charismatic, he is a former Alliance officer who discovered more challenge and profit in the murky world of space smuggling. Elgyn has used his commendable war service with the Alliance Space Corps, his associates in the Alliance Civilian Guard and his contacts with the Alliance Admiralty to gain lucrative jobs.
With his network connections he evades capture but is mistrusted by the criminal underworld of the rim.
It is his loyalty to his crew that stops Elgyn taking on the more dangerous missions.
106 words.
KeyWords
Former Alliance Officer 15
Smuggler 17
Flaws
Mistrusted by Criminals 12M
Avoid Endangering Crew 12M
Personality
Arrogant 15
Brave 1M
Callous 1M
Charismatic 19
Cunning 17
Devil-May-Care 17
Loyality To Crew 5M
Resourceful 19
Self-Centered 17
Self-Confident 15
Smart 19
Relationships
Alliance Space Corps [Contacts] 8M
Alliance Civilian Guard [Associates] 3M
Alliance Admiralty [Contacts] 19
Battle Unit [Former Member of] 15
Former Comrades [Friends of] 15
The Betty’s Crew [Loyal to] 19
Black Market [Contacts] 17
Underworld [Contacts] 17
Sabra Hillard [Lover] 12M
Abilities
Assess Situation 15M
Authority that doesn't Flaunt 10M
Avoid Endangering Crew 10M
Charismatic 19
Commendable War Service 5M
Conceal Contraband 5M
Dirty Fighin’ 8M
Discover Challenges 19
Evade Capture 19
Exert Authority 20M
Gain Lucrative Jobs 19
Hates Dangerous Missions 15M
Issue Orders 5M
Kind Authority 19
Knows Murky World 9M
Loves Profit 19
Mistrusted by Underworld 19
Network Connections 1M
Wealth
Standard of Living: Common 13
WEAPONS:- Knife, Pistol, Shotgun, SMG, Spare Ammo..
ITEMS:- Ident Card, Fake Permits, Assortment of loot, Bill of Ownership of The Betty.
A couple of years ago, after much convincing and demonstration, I got my wife Jenny to play in one of my role-playing games. She had expressed her displeasure about role-playing games before but on seeing that my friends from my hobby were more reliable and were ‘better’ friends than other acquaintances I have she relented. I did write this report at the time but didn’t post it anywhere as I didn’t have my blog up and running at the time.
Unfortunately the group at the time finished due to illness so that was the last session. When I restarted the campaign with a new group, Jenny was a little bit reluctant to join in from the start but for the last session she has now rejoined.
From September 2007
I had planned that HeroQuest session at the time, to take place with my home group, to be a skirmish-type game based on the Battle Of Dwarf Ford. However, my wife Jenny expressed an interest in taking part, something she had normally refused to do in the past. On the few occasions I had asked her to play or even if she was interested in learning what it was all about, she had said no. I hadn’t really pushed the issue; she had come with me to a few RPG conventions but looked on them as a trip away rather than joining in with the hobby itself. I had a smaller group for this session so Jenny did feel a little more comfortable with that for her first time. Jenny joined the other two players, my brother Russell and our friend Mick, people that she knew very well.
( Read more... )
Jenny did seem to play well though did need some prompting to contribute to the story. She later told me she wasn't sure whether she could interrupt me or the others while they were talking. She was happy to play her role and was content to take part in the decision-making parts of the story.
With the change of the campaign and the restart of it she wasn't confident in joining the game. But now I have my kid sister, Amy join in on the new campaign my wife Jenny has also joined in the game again.

Maroof Levelhead's Story
“The sun illuminates only the eye of the man, but shines into the eye and the heart of the child.”
“Three things cannot be long hidden: the sun, the sky, and the truth.”
Weaponthane and ‘Protector of Hellbreak’, Maroof Levelhead is staunch and resolute in his duties including the maintenance and construction of the high watchtower and fortifications.
Maroof knows the local area, organising the tula patrols and leads the elite Sun-Fire Squad; drilling them in defensive tactics, horsemanship and riding.
When he was younger Maroof was not obligated to home; he wandered Dragon Pass like Elmal and met the DeathLords, the Stonemen and the Wild-Twins. He outmanoeuvred the Sun-Domers and cunningly overcomes the Redcloaks.
Bearer of Spear of Destiny and Brightshield, he is awe-inspiring in any conflict especially skirmishes and shieldwall fighting.
100 words
KeyWords
Heortling 13
Weaponthane 5M
Elmal Devotee 1M
Flaws
Duty-Bound 14M
Obligated to Home 1M
Not Young Anymore 19
Wanderer 18
Personality
Awe-Inspiring 19
Cunning 14
Levelheaded 5M
Resolute 17
Staunch 17
Relationships
ANCESTORS 13
BLOODLINE [Solni] 18
CLAN [Hruling] 13
CHIEF [Eldon] 13
Elmal Temple 5M
Protector of Community 1M
DeathLords [Contact] 19
Stonemen [Contact] 2M
Wild-Twins [Contact] 1M
Sun-Fire Squad 14M
Redcloaks [Adversary] 2M
Sun-Domers [Adversary] 2M
RUNE AFFINITIES
LIGHT 19
Dazzling Flash, Illuminate Surroundings, Resist Darkness, See in Darkness, Unquenchable Light.
DEFENCE 18
Defend Wall, Endure Wound, Hold Breach, Reflective Shield, Stand Fast.
SUN 19
Blazing Spear, Brilliant Shield, Clear Clouds, Comforting Glow, Unfaltering Defence.
Abilities
1H Spear/Shield Fighting 10M
Bearer of Mighty Weapons 1M
Construct Fortifications 1M
Defend Tula 5M
Drill Elite 5M
Horsemanship 2M
Inspiring In Any Conflict 19
Knows Dragon Pass 17
Knows Local Area 17
Lead Sun-Fire Squad 14M
Maintain Defensive Fortifications 1M
Organise Patrols 5M
Outmanoeuvre 19
Overcome Enemy 2M
Ride Horse 6M
Shieldwall Fighting 5M
Skirmish Tactics 1M
Use Watchtower 19
Special Abilities
Spear of Destiny 3M
Brightshield 1M

"It is a rough road that leads to the heights of greatness."
The Tarsh Twins have always been inseparable; whatever they do they must do it together. They look so alike with their Tarshite style black moustaches and their long, shaggy, black hair. When one speaks up the other.. .. finishes the sentence. Both are long-legged and fast runners with strong fortitude and everlasting stamina. They can endure any weather to trek over vale and dale and trudge any trail always side-by-side.
They are a little imperceptive with people especially when it deals with clandestine shenanigans but when they have made that intuitive leap they shout in concert, “We've got your number!”
100 words
KeyWords
Tarshsite
Runners
Twins
Mastakos Devotees
Flaws
Imperceptive
Inseparable Twins
Useless With Clandestine Shenanigans
Personality
Intuitive Leap
Obtuse
RUNE AFFINITIES
MOVEMENT
STORM
ENDURANCE
Abilities
Black Moustaches
Endure Weather
Everlasting Stamina
Fast
Long-Legged
Long Shaggy Black Hair
Look Alike
Must Do It Together
One Speaks Up
Other Finishes
Shout
Strong Fortitude
Trek Over Vale and Dale
Trudge Trail
“We’ve Got Your Number!”

"A lack of planning on your part does not constitute an Emergency on my part"
Darran is a devoted husband, Grandfather of seven, Artist, Cartographer, and keen HeroQuest narrator. As a RPG Convention List Compiler he attends six conventions per year across Europe. His work as an Entertainment Venue Manager means he gets to meet the equally famous and obscure of Britain’s popular culture. Darran has a small mischievous streak [that is a mile deep!] and often boarders on pure schadenfreude. With a penchant for drawing weapons he is certainly not a man to cross.100 words.
KeyWords
Entertainment Venue Manager 5M
Artist 1M
HeroQuest Narrator/Game Master 1M
Flaws
Bordering Schadenfreude 13
Prevaricates 1M
Small Mischievous Streak 17
Personality
Devoted 1M
Keen 5M
Not to be Crossed 15
Wise 17
Relationships
Devoted Husband 5M
Loves European RPG Conventions 1M
Grandfather of Seven 5M
To Britain's Popular Culture 17
Abilities
Attend RPG Convention 17
Draw 1M
Cartography 17
Compile RPG Convention List 17
Meets the Famous and Obscure 5M
Mile Deep Mischief 15
Not Enough Time 17
Penchant for Weapons 15
Posts Game Master Wisdom 17
Reads Posts 1M