Glory has nothing to do with social standing, wealth, or who one calls friend – it is a mark of a character’s reputation as a hero. A king may be well known across the lands, but that does not make him a hero, nor does it entitle him to become the focus of ballads or epic poems. Only through heroic deeds can a character aspire to enter the history books and oral myths of Rassilon.
Your hero’s Glory starts at zero, but can be affected by his or her actions during the course of the game. The higher your hero’s Glory, the more renowned he is across Rassilon and the more benefits he gains.
Glory can go negative, but this grants no benefits – it just puts your character further away from being a hero.
Glory vs. Charisma
While Charisma is generally based on appearance and personality, it can also be modified by Glory. Goodly folk are more likely to take notice of a famous person, regardless of his physical appearance or manners, and help him when they can, whereas a hero’s foes tremble at his name.
Glory vs. Rank
A hero’s Rank is a measure of his experience, although it does incorporate a degree of glory. Rank is a by-product of earning Experience Points, which aren’t always linked to heroic deeds. Only deeds which attract attention count toward Glory.
Glory is measured with Glory Points in exactly the same way experience is measured with Experience Points. Glory is not dolled out like candy, and should be earned through heroic endeavors, good roleplaying, and investing heavily in the character; not expected just because the hero is a player character.
Variable Glorious Deeds
After each adventure, and only when the heroes return to civilization, one of the party may begin telling the tale of their epic battles and heroic deeds. The character makes a Persuasion roll, modified as below.
The GM is always free to add positive modifiers for truly heroic actions or based on the character’s weaknesses and how he overcame them. Always try to think of how the heroes’ true exploits (as opposed to any extra bits they invent) sound as a tale told by skalds. This is important, as it is the listeners of Rassilon who are effectively granting them Glory.
Ideally, and extra +1 or +2 should be the maximum. For instance, slaying a dread liche is certainly worthy of praise, but that is already covered in the table. However, lopping off his head with a Called Shot as the killing blow is worth a small modifier, as it’s the sort of detail found in epic poems.
Likewise, a Novice party with a d6 as their highest combat skill (including arcane skills) who slay a bunch of orc warriors in melee without any assistance should be rewarded with a greater chance of fame.
The GM may also opt to add penalties to reflect weaker opponents (such as unarmed or unarmored orcs) or favorable character circumstances (every hero had a dozen alchemical blast devices on hand).
|Is a skald||+1|
|Has negative Glory||-2|
|Highest Character Rank|
|Highest Number of Foes|
|You outnumbered them||-1|
|They outnumbered you more than 2 to 1||+1|
|They outnumbered you more than 4 to 1||+2|
|They outnumbered you more than 10 to 1||+4|
|Highest Foes’ Toughness|
|4 or less||-1|
|5 to 6||+0|
|7 to 10||+1|
|11 to 15||+2|
|16 to 20||+4|
|21 or more||+6|
|Per Wild Card||+1|
|Per named Wild Card||+2|
|Per Wild Card killed in a single blow||+4|
|A foe had an AB with 5 or fewer powers||+1|
|A foe had an AB with 6 to 10 powers||+2|
|A foe had an AB with 11+ powers||+4|
With a success, every hero involved in the action gains 1d6 Glory. A raise increases this to 2d6. Failure earns no bonus or penalty. A critical failure, however, causes the loss of 1d6 Glory, perhaps because the listeners disbelieve the storyteller or doubt the prowess of the party to achieve what they claim. Roll the dice for each individual member of the party earning or losing Glory.
Glory awards can be altered by the GM, but this should be done only for truly notable actions. Modifiers normally apply solely to individual members of the party, not every member.
For instance, the hero who delivered the Called Shot to the head, killing the dread liche, should earn a +1 or +2 bonus for his notable deed. This actively encourages use of special maneuvers and imaginative combat, as opposed to the standard “attack – damage” routine.
Fixed Glory awards cover lesser deeds not played out (such as events durin glong periods of downtime), killing smaller number of foes during an adventure (they do slowly add up over time), or rewards for which there are many witnesses (battles or rescues). These are in addition to any Glory gained above.
Even without performing major heroic deeds, a hero can become famous through his collective lesser deeds. Such rewards are typical of the examples above, especially the slaying of lesser foes.
These are wrapped into a single +5 Glory bonus gained when a hero achieves a new Rank.
War is a terrible thing and something sane men avoid, but it can also grow and break reputations.
TODO: Add Mass Battle Glory Table
Even if the heroes’ tale of how they killed a hundred orcs doesn’t earn them any immediate Glory, having prisoners recount the tale of their rescue quickly causes word to spread.
important NPCs must be famous, powerful, and named. A merchant, wiazard, priest, minor noble, or similar is worth +1 Glory. Saving a count or a skilled spellcaster is worth +3. Rescuing a prince, king, or truly powerful spellcaster gains the hero +5 Glory.
For groups of lesser NPCs, rescuing ten or so is worth +1 Glory. A few tens +2, and a hundred or more +3. Saving a lone villager from an orc tribe is brave, but not enough to be retold by skalds.
Rescue doesn’t have to mean entering a prison and breaking captives out. Liberating a village beset by frost-reavers, for instance, counts as a rescue. If the rescue involves a Mass Battle rather than tabletop action, the party is deserving of the Mass Battle rewards as well.
When a hero reaches a multiple of 20 Glory, he immediately must pick one benefit from the list below, meeting any requirements.
Some heroes may opt to acquire Followers or become leaders of men and build a personal army. Others might use their fame to gain valuable connections or become better combatants, while others may prefer to rely on their reputation to ensure a friendly welcome in civilized lands.
Unless otherwise stated, benefits can be taken multiple times – the number in parentheses after the name indicates the maximum nubmer of times the benefit may be taken. Fill in the appropriate section of the character sheet.
Should Glory drop below a multiple of 20, any benefits above the character’s current Glory level are temporarily lost (unless otherwise stated) until Glory is regained. Dropping below 20 and then rising above it again does not grant the opportunity to take a new benefit – it simply allows the “lost” one to be used again.
|Death and Honor||Automatic||Replacement characters begin with more XP|
|Combat Prowess||40||Gain a Combat Edge|
|Connection||20||Gain an appropriate Connection, as the Edge|
|Favored||60||Gain an additional Benny|
|Heroic Aura||40||Gain additional Toughness|
|Heroic Status||20||Gain bonuses to Reactions, Streetwise, Persuasion, and Intimidate|
|Immortalized in Song||80*||Double current number of followers|
|Leader of Men||40||Gain a Leadership Edge|
|Sidekick||80||Gain a Sidekick|
When a character dies, his replacement normally begins with half his Experience Points. However, high or low Glor at the time of the character’s death can alter this amount.
When a character dies with below 99 Glory, the character has 50% Experience as standard. Between 100 and 199 Glory, the replacement has 75% Experience, and at 200 and over he retains the full Experience Points of his predecessor.
Requirements: 40+ Glory
While most stories about heroes start off close to the truth, they quickly spiral out of control, attributing heroes with abilities far in excess of what they actually possessed.
The character may take a Combat Edge immediately. He must meet all the requirements as normal.
Requirements: 20+ Glory
At some point a hero is likely to gain Glory by aiding certain organizations, whether directly or indirectly.
When a hero gains a Connection, he must pick a specific group, as per the Edge of the same name. The hero does not belong to the organization – he simply has friends among their number willing to assist him (though he may, at the GM’s discretion, be offered membership as well).
The connection should be appropriate to the character’s background and his deeds.
Note that the hero still needs Persuasion and Streetwise for this benefit to be of any use. Just because he’s renowned, it doesn’t mean the Connection will drop everything and come to his aid with exactly what he wants.
Requirements: 60+ Glory
The adage that there are old heroes and bold heroes, but no old, bold heroes doesn’t apply to this character.
Whether because he believes in his own legend and refuses to get up when the going gets tough, or whether the gods are smiling on him, the hero can do things other heroes can’t. He gains a free benny.
This adds to his regular total, thus increasing the number he starts each session with.
Requirements: 40+ Glory
Famous heroes attract entourages and hangers-on. The hero gains the Followers Edge regardless of his character Rank. The GM and player should work together to determine the nature of the Followers, based on the character’s profession and deeds.
Followers are not automatically replaced when they die. Additional Followers may be gained at Legendary as normal through taking the Followers Edge with advances or by earning more Glory and taking this benefit.
Followers don’t automatically leave if a character’s Glory drops below the level he gained this benefit, but they begin to grumble, refuse orders, and eventually mutiny. In game terms, the character’s Leadership Edges no longer work on them. When his Glory rises above the threshold again, his Followers stop grumbling.
Requirements: 40+ Glory
True heroes have destinies beyond those of lesser men. As a hero becomes more famous, so his fate becomes more important. Lesser foes no longer present the danger they once did, and only the mightiest enemies give the hero pause.
When not wearing armor (he may use a shield), he gains +1 Toughness each time he takes this benefit. While wearing armor, no benefit is gained. Encumbrance plays no part in this benefit – the modifier is gained even if the hero is heavily weighed down with other gear.
In game terms, taking this benefit once grants the protection equivalent of leather armor, but it cannot be reduced by AP weapons, protects against area effect attacks, and has zero encumbrance. With a second benefit, the hero is as well protected as wearing chain mail, three times plate, a fourth time gives him better protection than any mundane armor.
Requirements: 20+ Glory
This bonus represents how well known the hero is across Rassilon. With heroes few and far between in the modern era, those who stand out from the crowd are widely recognized for their notable deeds.
Common folk recognize the hero for his brave deeds and are likely to help him in his endeavors, if only for the bragging rights.
he gains a +1 bonus to initial rolls on the Reaction Table when dealing with civilized races with whom he has a generally positive reputation, and to Persuasion and Streetwise rolls each time he receives this perk, to a maximum of +4. This stacks with bonuses from any Professional Edges and with the hero’s Charisma.
A hero also gains the same bonus to Intimidation rolls – enemies quake at his name and even allies are fearful of the character’s prowess.
Requirements: Heroic Status taken 4 times
Whether a brave warrior, a noble lord, or a powerful spellcaster, the character’s place in history is assured for eternity. Songs are sung and powems told about his legendary deeds, parents name their children after the hero, and he is welcomed at any goodly settlement. When he eventually dies, he is guaranteed a burial befitting the greatest of heroes.
The number of Followers the hero currently has doubles, as men flock to bask in his glory (this cannot be applied to Followers gained later). He may also take another Novice Sidekick immediately.
Requirements: 40+ Glory
Not every hero wants to be a leader of men, but those who do quickly find others respond well to them in times of stress, like a battle.
The character may take a Leadership Edge immediately. He must meet all the requirements of the Edge as normal. As he gains no Experience Points from this benefit, his current character Rank applies.
Requirements: 80+ Glory
Regardless of his character Rank, the hero has attracted a Sidekick, as per the Edge. If the Sidekick dies, the character may take this benefit again when he earns more Glory. A second Sidekick may be gained at Legendary as normal through taking the Sidekick Edge with an Advance.
Like Followers, Sidekicks remain with the hero when his Glory drops, but may grumble, not perform to the best of their abilities, or even refuse to follow orders. When the Glory rises sufficiently high again, the Sidekick returns to his former loyal state.