TEXT: The World of Glorantha…
  …is a lozenge-shaped bubble of stability floating in an endless sea of
  hostile, unthinking Chaos.  Magic is common, and gods are everywhere; almost
  everyone gains magic by following the cult of a particular god.
  The Gods…are highly specialized. All are bound by the Great Compromise (which
  saved the world from Chaos long ago) not to directly interfere in mortal affairs. They
  can act only by giving magic to their followers. Casual worshippers are called Lay
  Members, and have access to weaker (Spirit) magic only. Initiates devote their lives
  to their cult, and may sacrifice for more powerful magic as well. They have other
  roles and duties in society, too (for example, they can be farmers, hunters, etc.).
  Priests are the magical arm of the cult, leading services and tending to followers.
  Exemplars of Faith are the Rune Lords, physical representatives of the ideals of their
  cult in the world. Priests and Rune Lords receive many benefits, including allied
  spirits and Divine Intervention; the chance to call for the direct aid of their god.
  Among the gods of Glorantha are: Orlanth, self-titled King of the Gods; Humakt,
  warrior god of Honor and Death; Chalana Arroy, the Healer whose followers are
  sworn to non-violence; Issaries, god of traders; Aldrya, goddess of plants and elves;
  Eurmal the Trickster; Yelmalio, son of the Sun, god of soldiers; the Storm Bull, god
  of frenzied anti-Chaos berserkers; Kygor Lytor, the Troll mother-goddess; and
  Lhankor Mhy, god of Knowledge. There are many others.
  The Races…of Glorantha are highly diverse. They include Humans, whom we all
  know and love; Trolls (Uz), violent Darkness-men who hate Chaos and can eat
  anything; Elves (Aldryami), plant-men who are the mobile part of the vegetable
  kingdom; Dwarves (Mostali), secretive atheistic sorcerers who live underground and
  worship the World Machine; Ducks, the short, squat, waddling comic relief of
  Glorantha; and Dragonewts, incomprehensible creatures who are reborn upon dying
  and eventually evolve into godlike dragons.
  Chaos…threatens the entire universe. All right-thinking folk hate and fear it. Some
  gods and evil races embrace Chaos, however. These include Scorpion Men, hideous
  giant insect-centaurs with poisonous stings; Broo, horribly diseased goat-men who
  are the epitome of Chaotic evil; and Ogres, handsome sharp-toothed cannibals who
  walk among men and try to breed with unsuspecting human women.
  Magic…exists in many forms. Most common is Spirit Magic, which is either instant
  or lasts for five minutes; useful, but not very strong. They are cast using magic
  points, which regenerate over the course of a day. Rune (Divine) Magic comes from
  the gods, and is very powerful but expensive; a permanent part of the worshiper's
  soul is sacrificed to get it. For Initiates it is one-use. Priests and Rune Lords must
  pray in a temple to renew their Rune spells.
  ℘
  To
  Kill
  A
  Monster
  A brave heart, a strong arm, and a keen mind can
  make the difference between life and death when a
  chance-met stranger leads heroes into danger…
  A RuneQuest/Glorantha scenario
  The Thane
  A sharp sword, a skilled diplomat, a natural-born
  leader, and a hell of a dancer. Every maiden's hero,
  and every man's best friend.
  
  How to Play
  These are simplified RuneQuest 3 rules.
  Skills: Skills are represented by numbers ranging from 1 to 100. To use a skill in a stress situation,
  you must roll percentile dice equal to or less than your skill. Example: Your Jump skill is 45%.
  When chasing a thief across the roofs of a big city, you find that he has jumped over a large gap
  ahead of you. In order to continue pursuit, you must roll percentile dice and get a result of 45 or
  less. If you roll 05% or less, the result is a critical; you automatically succeed and may get an extra
  benefit (for example, in combat a critical blow does more damage. If Jumping, you might catch up
  with the thief in a single bound or at least gain on him). If you roll higher than your skill, you fail; in
  the case of the Jump, a 46 or higher would mean that you would not make the jump successfully.
  Whether or not you'd fall on the roof or down to the ground depends on luck. If you roll a 96 or
  higher, you may have fumbled. The result of a fumble is usually disastrous.
  Skills can increase from use, training, or research. If you successfully use a skill in a meaningful
  situation, it has a chance to go up later.
  Combat: Combat takes place in strike ranks; there are ten in each combat round. The lower your
  strike rank, the sooner you can attack. An attacker rolls against their weapon attack skill; if they
  succeed, they hit. The defender rolls against their weapon parry skill or their Dodge skill, in order to
  either block the blow or get out of the way.
  If a defender is struck without a successful parry or dodge, they are damaged. The attacker rolls
  damage (your specific dice are indicated on the next page). The armor worn by the defender is
  subtracted from the damage. Thus if Ruric the Attacker does 7 points of damage, and Signy the
  Defender is wearing 5-point chainmail, Signy takes 2 points of damage. Once your total hit points
  are down to zero, you are unconscious.
  Characteristics: These are the basic qualities of a character. They are: Strength, Constitution, Size,
  Intelligence, Power (your spiritual strength, reflecting your ability with magic and your luck in
  general), Dexterity, and Appearance. All range from 3 - 18 (3d6) for humans, except for Size and
  Intelligence which range from 8 - 18 (2d6 + 6). Power is unique in that it can increase from normal
  use. If you cast a spell and overcome a powerful enemy, your Power may increase.
  Magic: Spirit Magic is powered by Magic Points (MPs). These are equal to your Power
  characteristic. You regenerate your Power's worth of magic points over 24 hours. Example: Bob has
  a Power of 12. He therefore has 12 magic points.  He casts a 4-point spell, temporarily reducing his
  MPs to 8. This decreases his chance to resist hostile magic, and to overcome others. Over the next 2
  hours, though, his magic points will regenerate back to his  maximum of 12. If your magic points
  reach zero, you are unconscious. Spirit Magic can be cast repeatedly if you have sufficient magic
  points. If the cost is in parentheses it is invariable; it always costs exactly that many magic points to
  cast the spell. If not, the spell is variable and can be cast at any level of power up to the maximum,
  with MP cost and effect corresponding. Example: Bob knows the Heal 4 spell. He may cast it at 1,
  2, 3, or 4 points, healing 1 point of damage per point and spending 1MP per point. Spirit magic
  spells with a non-permanent effect last 5 minutes.
   Magic points are used for overcoming and resisting enemies with magic. When you cast a spell on
  an enemy or must resist a spell cast on you, consult the GM to determine the result.
  Rune Magic is acquired by sacrificing permanent points of your Power characteristic (expensive!).
  It is gained from the gods. It can be cast quickly, is very powerful, and (mostly) doesn't require
  magic points, but it is one-use only for Initiates. Rune Lords and Priests must pray for a full day in
  their temple for each point of Rune Magic they wish to renew. Temporal (non-permanent) Rune
  spells last 15 minutes.
  Sorcery and other strange magics exist in the world, but they are very disreputable in this area.
  The Thane
  Character:                                                       Player:                                                   =
  Characteristics: Strength:  16  Constitution: 16  Size: 16  Intelligence: 14
                   Power: 16 Dexterity:  16  Appearance: 17
  Personal Magic Points: 16, Hit Points: 16
  Skills: Climb 65, Craft Bronze 35, Dance 80, Dodge 70, Fast Talk 65, First Aid 40,
  Hide 45, Human Lore 80, Jump 70, Listen 70, Orate 99, Ride 99, Scan 80, Search
  40, Sing 80, Sneak 45, Speak Own 90, World Lore 50
  Spells: Spirit Magic: Bladesharp 4, Demoralize (2), Detect Enemies (1), Disrupt
  (1), Heal 2, Strength 4
                Rune Magic (reusable): Bless Thunderstone (x1), Cloud Call (x2), Cloud
  Clear (x1), Mindlink (x1), Shield (x2), Thunderbolt (x2)
  Weapons:
  Iron broadsword: Attack 90, Parry 90, Dam. 1D8+1+1D6, AP 15, SR 5
  Iron-bound target shield: Parry 90, Armor Points 18
  Longbow: Attack 90, Damage 1D8+1, Range 90/275 meters
  Armor: Chainmail + leather (8 points)
  Possessions: dagger, 2 wineskins, gold ring, fine clothes, magic dog-calling whistle, magic
  copper arm-ring, 29 gold wheels, 30 silver coins, 21 coppers, fine horse, backpack, food.
  Description: You are a Storm Voice, a priest of the King of the Gods: Orlanth. Your father is
  a chieftan in your tribe. You have chosen to follow the path of Orlanth Adventurous, walking
  the world, fighting Chaos, and righting wrongs. In this noble quest your companions have
  been a great boon to you.
  You understand people; it's easy to get them to like you. You can sing and dance beautifully,
  and have won the heart of many a fair maiden—but you have always treated them well. You
  enjoy life. Yet when trouble looms, you are glad to face the prospect of Orlanth's grim cousin,
  Humakt (who is Death), in order to protect the people and serve Justice.
  Orlanth has given you a boon, the shadowcat Night Breeze: Size 5, INT 13, Power 16. He is
  your allied spirit, and your true friend. You can see through his eyes at need by simply
  concentrating. He knows many spells, and the two of you share a permanent Mindlink: you
  can use his spell knowledge and magic points, and he can use yours. He know the spirit spells
  of Mindspeech 2, Mobility 6, and Multimissile 5. If you are injured, he will heal you and try to
  protect you. His Dodge skill is 90, his two claw attacks are at strike ranks 3 and 9; his attack
  skill is 80, and he does 1d6+1d4 damage. His Hide and Sneak skills are both 99.
  You have a gift from your father: a copper arm-ring which stops bleeding. You can still be
  hurt, but you will not bleed to death.
  
SOURCE: textdata/thevault/D100 [multi]/Runequest and Glorantha/HeroQuest HeroWars (Issaries)/Adventures/To Kill a Monster/PC-Thane.pdf