From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #6 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Wednesday, 9 November 1994 Volume 01 : Number 006 RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to say "Yeah, I agree." Those who do will be lynched. 2. Use an appropriate Subject line. RQR: will be prepended to it. 3. Do not engage in a point-by-point analysis or rebuttal of another person's message. It is too confusing for others to follow, qualifies as nit-picking, and it usually leads to flame wars. 4. There is no number 4. TABLE OF CONTENTS RQR: Brandon's rules, part 1 of 2 RQR: Brandon's rules, part 2 of 2 ---------------------------------------------------------------------- From: brandon@caldonia.nlm.nih.gov (Brandon Brylawski) Date: Wed, 9 Nov 94 14:13:30 EST Subject: RQR: Brandon's rules, Part 1 of 2 RULES OF BRANDONQUEST Part 1 of 2 This is a summary of the RQ rules that my group uses currently. Comments aare welcome. 1. CHARACTERISTICS MV (move score) is equal to DEX + (Maneuver Skill) / 10. It is reduced by 10% for each STR multiple of encumbrance carried, round down. {the object of this was to give a realistic distance moved in one action; I use maneuver as running skill, among other things, so it worked well for this formula. A DEX 14, Maneuver 40% person then moves 18m per action, 36m per round, or 72m sprinting.} DICE ROLLS : Criticals and Specials are as per RQ. If skill is < 50%, 99-100 is a fumble; if >= 50%, only 00 is a fumble. { Fumbles ought to be rare and bad.} Critical Success, Special Success, Normal Success, and Miss are called "levels" of success. If a rule says to "increase success by one level", that means from miss to normal, normal to special, etc. Increased or decreased success never eliminates nor causes fumbles. {see combat section for details. } 2. COMBAT : A combat round lasts 10 seconds. In it, a character may perform two "actions". Sometimes these actions are sequential (e.g., casting two spells); sometimes they are intermingled (e.g. attacking and parrying). The following are actions: - Attack - Parry - Dodge - Throw or Fire a missile - Cast a spell, as long as total mp spent this round is <= 4 - Move MV meters (while paying attention to what's going on) - drawing a weapon on one's back, or readying a shield. - Attacking in Spirit Combat - Defending in Spirit Combat - Look around carefully (use Scan at full) The following take two actions : - All-out Attack. This takes place at the end of the round, and either increases attack percentage by half _or_ does +3 damage. {swinging from the heels, as it were. RQ AIG's +50% damage was too much, in my opinion} - Casting a spell requiring over 4 mps {admittedly a simplification, but one that seems to work OK} - sprint MV x 4 meters (full-tilt singleminded run, very fatiguing) In addition, one "minor action" is permitted free. These include : drawing a belt weapon; switching hands with a weapon; loading a bow or sling; moving MV / 4 meters; backing up a pace or two; opening a door; scanning at half skill. {note that I make a distinction between belt weapons and other weapons; that is from personal experience. If something is strapped well enough on your back not to bang against you when you run, it takes a few seconds to get it ready. } STRIKE RANK no changes from RQ. Of course, using the action system, SRs are used merely to determine who goes first. ATTACKING : Roll attack skill. If Skill is over 90%, roll as if for 90% and tell the GM how much over 90% your skill is. Attack skill in excess of 90% reduces the opponent's parry, and parry skill over 90% reduces attack. It has no other effect; Specials, Criticals, etc are all calculated as per 90%. { A rule like this is necessary to precent the game from blowing up with skills over 90%.Currently, I perform this reduction in linear fashion : every percentage over 90% attack/parry reduces oppt's parry/attack by 1%. At higher levels, I will probably do it proportionally, e.g. reducing attack from 180% to 90% reduces oppt's parry by half. Note that the autofail percentage is 10%, not 5% as in the RQ rules; I think this works better, but have limited experience so far.} An attack is reduced one level in effect by every level of defense achieved by the defender. For example, A special attack versus a normal parry becomes a normal attack in effect. {In other words, parries are just like RQ AIG dodges in effect. Dodging is more useful in general (can dodge anything, no knockback) but is a harder skill. I never liked the concept of parry AP being applied against a hit; it just doesn't happen that way for real. Most blows either land without being parried at all or are parried completely; it is a rare blow that is diminished by a parry. The RQ AIG numbers meant that pretty much all specials and many criticals were defeated by a normal shield parry, which is no good.} DAMAGING PARRY WEAPONS If a special attack is blocked by a special parry, or a critical attack by a critical parry, there is a small chance of the defender's parrying item being damaged. Roll damage for the attacker, without doubling; if greater than the defending item's APs, there is a 5% chance per point over that the defending item breaks. {If the attack was powerful, then a clean parry saves your skin at the cost of taking the brunt of the attack on the parry item. This happens seldom enough that it is interesting without dominating the combat. Weapons do not "wear down" as the RQ III rules have them, and the scenario where two skilled fighters whomp on each other's blades until one breaks is just silly. } DEFENDING AGAINST MULTIPLE ATTACKS : Parrying or dodging mutiple attacks from the _same_ source is normal for the first attack, -20% for the second, -30% for the third, etc. Parrying or dodging attacks from more than one attacker is -10% per attacker for the first set of attacks, -20% per attacker for the second, etc. {there must be some penalty for multiple parries, yet RQ III was too harsh (only one parry allowed) and RQ AIG too easy (no penalty). Also, it makes sense that attacks from several sources are worse than several attacks from one source (e.g. a pouncing cat).} EFFECTS OF ATTACK Normal : roll weapon damage, and add Damage Bonus and Bonus for magic. Special : roll weapon damage twice, add DB and magic. In addition : Crushing weapons do double knockback; Slashing weapons bleed one level faster than normal (see damage chart) Impaling weapons do an additional +2 damage. If they do at least x1 area HP damage to the target after armor is subtracted, they may get stuck : oppose STR to damage done to extract the weapon. Critical : as special, and in addition character may choose to hit a location of choice _or_ ignore armor and protective magic. {This is similar to RQAIG; note the difference in impaling weapons. My impaling weapons have similar damage as slashing/impact weapons, so all specials get similar treatment. Impaling weapons do a little more damage on an excellent hit, as they have the ability to penetrate deeply. The HP x1 requirement prevents their getting stuck when they don't penetrate armor, a silly event that occurred in RQ III, and ties the likelihood of getting stuck to the damage done..} Fumble : roll on fumble table : 01-25 lose one action next round 26-40 drop weapon 41-45 shield strap breaks, lose shield and one action next round* 46-50 armor strap breaks, lose armor on one location and one action next rnd 51-55 drop weapon _and_ lose one action next round 56-70 fall to knees 71-75 fall to ground 76-90 stumble : all skills halved next round 91-95 bump ally : both lose one action next round 96-98 roll twice 99-00 roll thrice {I think that hitting yourself is rather hard to do, and criticalling yourself just doesn't happen, not even once in 10,000 times. I chose to take these out, but one could put "hit self" anmd "hit ally" back, if one wished. } * if no shield, reroll. DAMAGE Subtract the defender's armor and magical protection from the damage done to an area by an attack; the result is the damage inflicted on the area and on total hit points. Damage to areas has the following effects : Area > area HP > HP x2 > HP x 3 Arm Drop item, Arm useless! as x1*!! Leg Fall, Leg useless! as x1*!! Abdomen Fall, Both Fall, Legs out, legs useless!! Weakened!!! Unconscious!!!! Chest Fall,Weakened!! Unconscious!!! Dying!!! Head Unconscious!! Comatose!!! Dying!!! {note that this is mostly from RQ : AIG, just summarized, with bleeding rules attached.} Fall : Also lose any actions not spent this round. Weakened : lose one action each combat round. Unconscious : roll Con x1 per minute to recover. Comatose : Unconscious until healed. Dying : Lose 1 hp/round, in addition to bleeding, until healed or dead. * Limb damage does not subtract from total HP after Limb HP x 2 is reached. If an area takes 2 x HP is done with one blow, treat it as if it had taken 3 x HP for purposes of bleeding and recovery (but not for short-term wound effect). {this represents broken bones and crushed tissue, as well as the increased chance of bleeding from large wounds} If an area takes 3 x HP with one blow, it is severed if hit with a slashing weapon, crushed if hit with a blunt weapon. Impaling weapons have no extra effect. Severs and crushes can only be magically healed; see spell list. Areas that have taken 3 x HP require extensive medical attention to recover properly : limbs are broken or have nerve damage; ribs are shattered, liver or spleen is ruptured, or skull is fractured. ! - area bleeds d3 points , at one point per 2 mr. !! - area bleeds d8 points at one point per round. !!! - area bleeds 2d6 points at one point per round. !!!! - area bleeds 3d6 points at two points per round. !!!!! - area bleeds 4d6 points at three points per round. Remember, slashing specials bleed one ! faster; blunt injury, one ! less. A severed limb bleeds !!!!!. { the GM may conceal this roll from the player, of course. CON rolls to stop bleeding don't work for me because toughness has nothing to do with how much you bleed. Wounds tend to bleed for a certain length of time depending on how large the damaged vessels are, and then clot.These rules are kind of detailed, but I'm a doctor and like realistic wounding rules. At Gm's option, bleeding wounds that have clotted may later reopen if not treated. } To stop bleeding requires a first aid skill roll. Each successful application reduces bleeding by !; special by !!, critical stops all bleeding. A fumble worsens bleeding by !. Healing a wound decreases bleeding as the damage to the area decreases. Note : "bleeding" from blunt injury is mostly pain, shock, and internal injury; it cannot be stopped by first aid, only by healing. A kneeling fighter is at -10% to attack and -20% dodge. He may rise by spending an action in melee, or without an action out of melee. If one leg is out, one can Crawl at MV/5 or limp once standing at MV / 3, and fight kneeling. A fighter on the ground is at half attack, -20% parry, half dodge, half damage bonus (round down). If both legs are out, one can drag oneself at MV / 10 and fight sitting. Attacking a kneeling or sitting opponent is at +10%. ACCUMULATED INJURY (SHOCK) Accumulated injury can cause fatigue and unconsciousness. When a character takes damage >= of his total hit points, he will tire and may fall unconscious : Total HP to remain awake fatigue 4-6 --- make combat fatigue roll(s) 1-3 --- fatigue one level* 0 CON x 5 fatigue another level* -1 CON x 4 -2 CON x 3 fatigue another level* -3 CON x 2 -4 or less CON x 1 fatigue another level* * also make combat fatigue rolls; see fatigue rules. The fatigue penalties apply even if healed, until the character has rested. If one goes below "prostrate", one passes out, no matter what. {being injured makes you tired! An omission from the AIG rules, I always thought. The above table also gives a tough character a chance to hang in there a little bit. } DYING While adrenaline and endorphins can keep one going even in massive shock, after a fight a character who has negative total HP may die of his wounds or heal poorly. Chance to recover : 100 % - (negative damage / original hit points). This is decreased by 20% if the character is under continued stress (not resting, insufficient water, exposure). If someone else provides continual care, he may roll first aid : Normal/Special/Critical sucess adds 10%/20%/30%; fumble subtracts 10%. If a character misses his death roll by <= 10%, instead of dying he goes into shock, has fever, or otherwise heals poorly; triple normal healing time, and he may have severe scarring or crippling. If a character is healed when at negative points, he rolls for death only at the lowest hit point total achieved; for instance, if someone goes to -5 hit points, then is healed to -1, then bleeds to -3 before being stabilized, they roll using -5. {people usually die after a fight rather than during it, although often the system damage done by shock is irreversible and thus the death cannot be prevented by normal means. Rules like these are not only realistic but also make great game stories. How can you have a dying message if people pass out and die quickly? This also allows healers and such to try to stave off death for a time, perhaps even hours at the GMs option, for drama and further realism. I find that a balance between what healing can do well and what it can do poorly works very well for story effect.} FATIGUE One's fatigue roll is based on CON x 5. For each STR multiple of encumbrance carried, decrease the CON multiplier by one. If mounted, decrease it by one. Make a fatigue roll when : wearing armor heavier than cuirbouilli for over one hour wearing a helmet for over an hour staying up for 12 hours exposed to severe weather traveling : 20 km on road, 10 km in rough, 5 km in hills/woods, 2.5 km in swamps/mountains. 4 times that distance is daily max without severe penalties. one week without food one day without enough water injury and loss of blood. per 10 rounds of combat/running/severe exertion. Make one extra roll if fighting in heavy armor, and one extra if fighting with helmet. {this is straight from RQAIG.} EFFECTS OF FATIGUE fatigue level effect normal winded +3 to all rolls, fumble +1 tired +5 all rolls, fumble +3 weary +10 all rolls, MV x 1/2, fumble +5 exhausted +10 all rolls, halve all skills, move x 1/3, fumble +10 prostrate act only on CON x1 roll. unconscious NOTE : an 01 is still a critical, even with die-roll modifications. { The incerased chance to fumble from mild fatigue was way too big in the AIG rules.} fatigue from combat and other quick exertion is "short-term" and recovers one level per 10 minutes of rest. Other fatigue requires 2 hours of sleep or 4 hours of rest per level to recover, more if food or water is scanty. Fatigue from lack of food or water cannot be recovered without food or water. NATURAL HEALING : with rest, one recovers D3 points per week to an area and d6 to total HP. {a little faster than before.} KNOCKBACK : For every 10 points of damage inflicted, regardless of armor, the person struck must roll DEX x 5 or fall, and is pushed back 1 meter. Very large people suffer less. If the attack _roll_ (not the effect) was a special or critical, double damage for purposes of determining knockback only; triple for crushing weapons. {I am not sure this works well, and havent applied it categorically yet. } MISSILES : Missiles fall into two categories : Thrown (e.g dagger, axes, spears) and Fired (e.g. slingstones, arrows, bolts). Thrown Missiles can be parried at 1/2 skill, or by a shield at normal skill. They can be dodged normally unless at point-blank range, wherein dodge skill is at 1/2. Fired Missiles at maximum range work like thrown missiles. Fired missiles at normal range can be parried at 1/5 skill, or by a shield at 1/2 skill. They can be dodged normally. Fired missiles at point-blank range can be parried at 1/10 skill, or at 1/5 skill using a shield. They can be dodged at 1/5 skill. {right from RQ AIG} SHIELD COVERAGE Shields can be used to cover areas from the front, instead of parrying. A small shield can cover one area; a medium shield can cover two, and a large shield can cover three. A shield cannot, however, cover head and chest unless you don't need to see to the front. AIMING : One can aim for a location by stating the location. An Aimed strike always goes last, regardless of SR, and is at half skill. Success hits the location of choice. SPECIAL SITUATIONS : Surprise loses the surprised one action in the first round. Total Surprise (e.g. attacking with a concealed weapon) increases the success level of an attack by one! Darkness reduces all skills to half. Total darkness reduces them to 1/5. Underwater attacks do 3 less points of damage, and most slashing weapons cannot be used at all. FALLS :a Fall inflicts D6 injury per 3m of fall. Armor counts 2 points at most; protection counts normally. Falling onto soft stuff does less damage. An acrobatics or special jump roll (or DEX x1) decreases injury by D6. A special acrobatics/crit jump by 2d6, and a crit acrobatics by 2d6 and halves additional damage. SPIRIT COMBAT. Spirit Combat is performed like regular combat, except that one's attack is equal to (current magic points) x 5%, and one's defense is equal to POW x 5. A character being attacked who does not actively defend uses only half his POW for defense, round up. Spirit attacks take place on DEX SR. The results of a spirit attack are as follows : Fumble (only on 00) : Attacker loses one action next round and D6 mps. Normal Success : Defender loses D6 mps. Special : Defender loses 2D6 mps. Critical : Defender loses all remaining mps, and is overcome. A character with zero mps who must lose mps in combat is overcome. An attacker who overcomes his target may knock him unconscious, possess him, or afflict him. {Spirit combat in all versions of RQ have the problem of being too quick in comparison with melee combat, and too unforgiving of small differences. A 60% swordsman might defeat a 75% one, but a POW 13 character is much less likely to defeat a POW 16 spirit. If spirit combat and melee are happening at the same time, as has happened several times in my game, things get even worse: If you are attacked in spirit combat while engaged in melee, you're cooked even if you spend an action to defend at full POW! And The RQ AIG rule of using zero POW if not defending means suicide. Making Spirit combat more like melee smooths out the curve a bit and makes the combat have more push and pull to it, rather than being suddenly over the way it is now. } MAGIC : One's percentage chance to cast spirit magic is POW x 5%. Divine magic is always cast successfully. A fumbled cast (00 roll) expends D6 mps (or those used in the spell, if greater) without effect. a missed cast expends 1 mp. specials have no extra effect. A critical cast (01 only) costs only 1 mp, regardless of the spell cost. RANGE AND DURATION, STRIKE RANK No changes from RQ III RECOVERING MAGIC POINTS At rest, one's magic points (mps) equal one's POW. One regenerates mps at a rate of POW mps per day. Depleting one's mps causes fatigue: Mps fatigue 3-5 lose one level 0-2 lose another level If mps are forced to zero through spirit combat, one loses yet another level. {note that 0 mps does not mean unconsciousness. I never liked that characters with 1 mp were fully functional and with 0 mp were knocked out; it didn't make any sense. Spirit combat (above) accordingly has people knocked out when they are overcome, not when reduced to 0 mps. } ATTACK SPELLS A spell that is targeted at another being must overcome the target's resistance to have effect. After the spell is cast successfully, match current MPs versus POW in a resistance roll. If successful, the spell works. Criticals, specials, and fumbles have no extra effect. Sleeping targets resist; unconscious ones do not. NOTES - Spells do not "stack" unless explicitly stated; that is, if two spells that have the same effect are cast, only the larger counts. For instance, bladesharp 2 and bladesharp 4 cast on the same sword results in bladesharp 4. - One can memorize spirit magic spells equal to one's INT in mps. VISUAL EFFECTS all spells have visible effects, but only at the moment that they do something. A bladesharp, for instance, is not apparent until the sword it is cast on hits something, and a befuddle spell is only apparent during the moment it is cast. Spells like Light obviously are apparent throughout their duration. You always know if a spell has been cast at you, evn if you don't see the caster. Casting a spell can be done surreptitiously with a sleight roll, but the effects cannot be concealed. {continued in next segment} ------------------------------ From: brandon@caldonia.nlm.nih.gov (Brandon Brylawski) Date: Wed, 9 Nov 94 14:13:58 EST Subject: RQR: Brandon's rules, part 2 of 2 RULES OF BRANDONQUEST Part 2 of 2 This is a continuation of our home rules for RuneQuest. DIVINE MAGIC 1 point of Divine magic is recovered by an initiate during High Holy Day ceremonies. An acolyte recovers one point per season; a priest or rune lord recovers one point per week. A spell may not be recovered if it is still running (e.g. if Extended). {Arghh! He doesn't use the "pray to recover spells" mechanism! I prefer the above, as it makes divine magic, even at rune level, just a little more precious.} DIVINE INTERVENTION A worshipper can call upon his/her god for Divine Intervention in moments of great need. To do so, roll POW x 1 or less. If successful, the god will take an appropriate number of POW from the worshipper and cast it in some appropriate way. Only one attempt for Intervention can be made per god per situation. SKILLS : Skills increase by experience and training. To increase a skill by experience, assign a "check" to it. Then roll percentile dice and add your category modifier. If > existing skill, or > 100 in any event, gain 1d6 points in the skill. Easy Skills get two increase rolls per "check". Hard skills get one increase roll per two "checks" . NOTE! Knowledge skills cannot be increased by experience. Subskills are skills that are included under main skills; for example, Stealth includes Sneak and Hide. A subskill is one level easier than the main skill. If one trains/learns a subskill higher than the main skill, raise the main skill to the average of the subskills it comprises. See skill list for details. TRAINING. One can train during all of the time not required for socializing or other tasks. Normally, one socializes at least one day per week, in order to keep up existing contacts. If one socializes more than that, one gets more contacts (see contacts). There are three kinds of training : Instruction, Practice, and Research. Instruction requires an instructor who is better than you at the skill and knows Instruct skill to at least 2/3 of your skill. It also requires proper equipment. Practice requires equipment and a partner of similar skill. Research requires nothing special. To increase a 01-10% skill by 1d6 requires 1 day of instruction, two days of practice, or 4 days of research. add 1/2/4 days per 10% higher your skill is (e.g. a 41-50% skill needs 5/10/20 days). Note : double for hard skill; halve for easy skills. the instructor must succeed in his Instruct roll; the practicer or researcher must succeed in a skill gain roll. CHARACTERISTICS: STR and CON can be increased by training to the level of STR, CON, or SIZ, whichever is greatest. DEX can be increased to (original DEX) * 1.5, or 21 at most. APP works the same as DEX. POW can be increased only through POW gain rolls, which for most adventurers come once per season. The GM may occasionally award other rolls. To make a POW gain roll, roll a D20 >= current POW; if it succeeds, gain 1 POW. SIZ and INT cannot be raised normally. {POW gain rolls have nothing to do with combat, but rather are awarded for being magically active, like RQAIG. } TRAINING TIME To increase a characteristic by instruction one point requires 30 days for the first two points, then 60 for the next two, then 120, etc. practice requires twice as long and research 4 times as long. Rolls must be made as per skills, above, with the roll being (21-characteristic) x 5% . ECONOMICS : {all from RQAIG} TYPICAL WAGES : lifestyle untrained labor, conscript 1 L/day grinding poverty ordinary soldier, servant, little/no meat, peasant, poor crafter, fisherman 2 L/day tiny hut, crude clothes skilled mercenary, landed peasant, meat 1-2x/week,some acolytes, boat captains 4 L /day furniture, simple clothes lieutenants, ship captains, meat and beer, large expert mercenaries, professionals, dwelling, good clothes majordomos, minor priests 8 L/day master craftsmen, merchants, priests 16 L/day wines, chairs, decorations, linens, a servant or two Lodgings cost about half of what a person of the appropriate class makes. Food and drink cost about 1/4 . COSTS some costs for ordinary quality items : Bronze Sword 75 L Cow 200 L Bow, self 75 L Riding Horse 300 L Nomad Bow 150 L Pig, Goat, Sheep 50 L Crossbow 300 L Medium Shield 60 L Slave, unskilled 1000 L Cuirbouilli 150 L Slave, skilled 2000 L Ringmail 400 L Slave, Educated 4000 L Chainmail 600 L Plate 1200 L COST OF TRAINING Skill instruction typically costs 1L /day for a 0-25% skill, double (at least) for each 25% higher. Cults teach cult skills to initiates at half this. Practice costs half, Research is free. Characteristic instruction is typically 8L /day and up. MAGIC COSTS Learning battle magic costs 100 L for a 1 point spell and double for each point higher. A casting of spirit magic costs 1 L for a one-point spell, double per point higher. Learning divine magic costs 16 L/point for normal spells, 100 L/point for ritual spells, plus 1 POW/point. casting divine magics costs 100 L per point for reusable spells, 2000 L per point for one-use. (note that resurrections are partly one-use!) Halve all costs for initiates of the teaching/casting cult or the shaman's tribe, double for strangers. Priests and Rune Lords get these services "free"; they have already paid for it with 90% of their time and money. Enchantments, if you can get someone to make them, typically cost 1500-2000 L per point of POW expended. Worked Iron items are typically 30 times their equivalent bronze cost. CONTACTS : Contacts are people or organizations that are disposed to assist you in some way because of a past association. the levels of contact are : Associate : This person/organization knows you well enough to trust you, and will give you a break in price if you need help. He/she/it may also pass on small bits of information, and will be glad to trade info. Friend : This person, etc. likes you and will go out of their way to help you, as long as you don't abuse their friendship or ask them to do something dangerous. Ally : this person, etc. is very interested in your welfare and will assist you in any way they can, even taking some risks on your behalf. a starting character may have four associates, two friends, one ally, or a friend and two associates. You can gain and lose contacts through play. The best way to gain or upgrade contacts is by spending time with them or assisting their endeavors, e.g. socializing. The best way to lose them is to abuse their services or ignore them. Initiates of a cult begin with the "associate" status and graduate to "friend" if devout for several years. They can, of course, drop back to "associate" if lax in devotion or if they lose status by other means. Rune Lords and Priests have the cult as an "ally" as long as they retain their active duties, as may others who are particularly generous toward the cult in time and/or money. MELEE WEAPON LIST Group Weapon DMG AP A% P% SR ENC 1H Flail Grain Flail d6 6 +10 -10 2 1 +1 fum, oppt parry -10% War Flail d8 8 +5 -10 2 2 +1 fum, oppt parry -10% 1H Mace Singlestick d4+1 6 +10 +10 2 0.5 easily made Light Mace d6 8 +5 +5 2 1 Heavy Mace d8 8 +5 -5 2 2.5 1H or 2H 1H Hammer Warhammer d8 8 -5 2 2.5 impaling 1H Spear Javelin d6 6 +5 -5 2 1 throwable Spear d8 8 -10 2 1.5 throwable, poorly (note : all spears usable 1H or 2H) Lance Lance d10 8 -5 -10 1 3.5 as spear if on foot 1H Axe Handaxe d6 6 +5 2 1 throwable Battleaxe d8 8 -5 2 2 1H or 2H 1H Dagger Knife d4 3 +10 -10 3 0.2 easily concealed Dagger d6 5 +10 3 0.5 Parry Dagger d4 8 +10 +10 3 1 1H Sword Sickle d6 6 2 1 farm tool Shortsword d6+1 8 +5 2 1 Scimitar d8 8 2 1.5 Broadsword d8 8 2 1.5 Bastard Sword d8 10 -5 2 2 1H or 2H 2H Flail Military Flail d10 8 +10 -10 1 3 +1 fum, oppt parry -10% 2H Mace Quarterstaff d8 10 +5 +10 1 1.5 easily made Heavy Mace d10 8 +5 2 2.5 Maul d12 8 -5 1 3.5 2H Hammer Great Hammer d12 8 -5 -5 1 3.5 impaling 2H Spear Javelin d8 6 +5 +5 2 1 throwable Spear d10 8 1 2 throwable, poorly Pike d10 8 +10 0 3.5 long 2H Axe Battleaxe d10 8 2 2 Greataxe d12 9 -5 -5 1 2.5 Poleaxe 2d6 9 -5 -10 1 3.5 long 1.5 Sword Bastard Sword d10 10 2 2 2H Sword Swordstick d8 8 +10 +10 1 2 easily made Greatsword d10 10 +5 +5 1 3.5 "long" weapons attack and parry at 1/2 in narrow places. Weapons with SR 0-1 are not penalized when striking at higher targets. NATURAL WEPONS group wpn dam atk par SR Brawl Brawl d3 +15 +15 3 Grapple Grapple d4 +15 +15 3 SHIELDS AP parry ENC Shield Small 8 2 Medium 10 +5 4 Large 12 +10 6 THROWN WEAPONS Group Weapon Dmg A% PB Range Max Notes Javelin dart d6-1 +10 4 20 30 javelin d6 4 20 30 war spear d8 -10 2 5 10 atlatl atlatl +1 +2 +10 +20 fires dart or javelin axe throwing axe d6+1 3 10 20 handaxe d6+1 -10 2 5 10 knife throwing knife d6-1 4 10 15 easily concealed knife d6-1 -5 3 10 15 easily concealed dagger d6-1 -10 2 5 10 throw thrown rock d3 4 20 20 easy FIRED MISSILES Group Weapon Dmg A% PB Range Max Enc Notes Bow Shortbow d6 -5 15 90 120 0.5 Nomad Bow d8 -5 20 120 240 0.5 Crossbow Light Xbow d8 +5 20 40 225 3.5 2 acts/load (easy) Med Xbow d10 +5 25 50 270 5 4 acts/load Hvy Xbow d12 +5 30 60 300 8 6 acts/load Sling Sling d6 -5 15 100 100 0 Staff Sling d8 +5 20 120 120 1.5 Lead bullets give +1 damage to slings. {Lots of weapon changes. Basically, I wanted there to be a reason to use any weapon on the list. All of these weapons were used at one time or another, so they should all have their advantages (among which is ready availability, as for clubs and farm tools). The attack and parry percentages are meant to be added onto rolled-up skills, not used as starting points.} SPELL LIST BEFUDDLE (2) Confuses target into taking only defensive actions. If attacked, confusion resolves (perhaps wrongly). Target may roll INT x1 to realize that they are befuddled. Has no effect on unintelligent targets. BLADESHARP (var) Adds +5% attack per point of spell and +1 damage per 2 points of spell to any bladed weapon. BLUDGEON (var) As bladesharp, for blunt weapons. CONTROL SPIRIT (1) : Allows one to command a spirit. Must overcome spirit in spirit combat first unless spirit is already bound. COORDINATION (var) : increases DEX by 2 points per point of spell, to a maximum of twice normal. COUNTERMAGIC : (var) defends against spells. If incoming spell is <= (Countermagic points - 2), it fails. If within 1 point of Countermagic, both spells are eliminated; if >= countermagic + 2, countermagic is eliminated. DARKWALL (2) : creates a 10m square x 10 cm thick wall of darkness. Can be moved 5m with one action. Blocks all sight; can be shaped. DEMORALIZE (2) : target attacks at half but defends at full, and will not initiate combat if possible. Canceled by fanaticism. Target may roll INT x1 to realize he is demoralized. No effect on unintelligent creatures. DETECT (1) will guide one toward nearest source of whatever. Is blocked by dense material or countermagic. Detect enemies works only on those who knowingly wish to harm the caster specifically. DISPEL MAGIC : (var) removes an existing spell if dispel points are >= points of spell to be removed. Divine spells count double. May be cast at a target without specifying a spell - will knock out defensive spells first. DISRUPTION (1). does 1d3 to a hit location if resistance is overcome. DULLBLADE (var) makes target weapon do 1 point less damage per 2 pts of spell. ENDURANCE (var) restores one level of short-term fatigue (e.g. due to combat) per point of spell. EXTINGUISH (var) puts out fires. 1 point for a torch, 2 for a campfire, 3 for a small bonfire, etc. FANATICISM (1) : Increases melee attack skills by half, but target cannot parry nor cast any magic other than attack spells, and has half dodge. Cancels Demoralize spell. Must overcome resistance to cast on unwilling opponent. Target may roll INT x1 to realize he is fanatic. No effect on unintelligent creatures. FARSEE (var) : halves apparent distance to item examined per point of spell, like telephotot lens. Adds +5% search per point if looking at one specific area FIREARROW (2) : makes a missile flame, causing it to do 2D6 damage when it hits (special or critical : add normal weapon damage). Incompatible with speedart or multimissile. Destroys missile. FIREBLADE (4) : makes a melee weapon flame, causing it to do 2D6 damage, as per firearrow, plus damage bonus. Incompatible with bladesharp. GLAMOUR (var): adds 2 APP per point of spell, to a maximum of twice normal APP. Targets with over 1.5 times normal APP are hard to recognize. GLUE (var) : fastens a 10 square cm patch of two things together with a STR of 10 per point of spell. Itmes must be nonliving and held still during casting. HEAL (var) : heals 1 point of damage to a wound per point of spell. A given wound receiving multiple healing spells only gets the benefit of the largest. May be stacked with First Aid if the latter is done first. Heal 6 may be used to reattach a severed limb or restore a crushed limb once bleeding has been controlled. Three consecutive successful First Aid rolls are required before the spell is cast; the limb is then merely maimed. The severed portion must, of course, be in good condition. The healed person must roll CON x 5, or the limb will have permanent scars and decrease in STR and HP. Heal 8 restores 1 point of general HP loss (e.g. due to bleeding, poison). For now, two heal 6's or 4 heal 4's will do the same. There are herbal preparations that will help, too. IGNITE (1) makes a small flame. Must overcome resistance to ignite part of a creature (e.g. hair). IRONHAND (var) : as bladesharp, for natural weapons. LIGHT (1) must be cast on something (coin, fingertip, wall). makes 10m radius light, enough to read by. LIGHTWALL (4) creates a wall of dimensions like Darkwall, but can be seen through from one side without penalty. MINDSPEECH (var) : allows one person to hear your unspoken words per point of spell. Has no effect on language barriers. MOBILITY (var) adds 3 to target's MV score per point of spell. MULTIMISSILE (var) cast upon a missile. When missile is fired/thrown, one magic missile appears for each point of spell. the magic missile attacks are rolled for just as the normal one and do the same damage, but have no extra effect on a fumble or special, and do only normal damage on a critical (ignoring armor or hitting location as usual). Incompatible with speedart and firearrow. PROTECTION (var) adds 1 point of armor over entire body per point of spell. If Armor is worn, one or the other has half effect (round up), whichever is better. REPAIR (variable) repairs 1d10 points of damage to an object. Object retains a scar. SECOND SIGHT (3) Allows viewing the POW aura of beings. Things that block line-of-sight also block this. A general idea of the POW of the being is given. SHIMMER (var) : adds +10% dodge and +5% parry per point of spell. SILENCE (var) adds 15% to sneak per point of spell. SLOW (var) reduces target's MV by 3 per point of spell. SPEEDART (1) cast on a missile. adds +15% to attack and +2 damage to missile. SPIRIT SCREEN (var) adds 2 points to mps per point of spell for the purpose of defending against spirit attack only. STRENGTH (var) : adds 3 points of STR per point of spell, to a maximum of twice normal STR. VIGOR (var) adds 2 points of CON per point of spell, to a maximum of twice normal CON. VISIBILITY (2) allows a spirit to manifest on the physical plane. Cannot be dispelled. Some DIVINE SPELLS : DISMISS MAGIC (var) : as dispell, but each point eliminates 2 points of magic targetted. Unlike dispel, it can partially eliminate a spell. DIVINATION (1) Lets a worshipper obtain information from god or ask a simple question. Important : gods only know what their devout followers tell them, or what is in their very nature (e.g. Orlanth knows about the weather). They have no "all-seeing eye", and have no understanding of Time. They do not know what a worshipper thinks, only what he tells them specifically. EXTENSION (var) doubles the duration of a divine spell per point of Extension. FIND ENEMY (1) Warns you of any or all persons in range that want to harm you, whether they can be seen or not. Blocked by 1m or more of solid substance. FIND SUBSTANCE (1) As find Enemy, but for the particular substance. HEAL WOUND (1) Allows the caster to expend any number of mps to heal a single wound. MINDLINK (var) allows two people to share thoughts, feelings, spell knowledge, and even mps. SOUL SIGHT(1) : as Second Sight, but also lets you see magic points, both those in creatures and those in running spells. SPIRIT BLOCK (1) adds 10 to mps for purposes of defending in spirit combat, like spirit screen. {the big changes are to Healing, which is made unstackable for story effects. Why heave a heal 4 if 4 heal 1's work as well? If all wounds can be healed after a combat, no matter how grievous, where is the tension of deciding what to do with a wounded character? Bladesharp, Fireblade, FireArrow, Speedart, and Protection are throttled down appropriately to the new weapon damages. } SEMI-REUSABLE spells A few 3 point Rune Spells, notably Resurrection and Sever Spirit, are not fully reusable even for the cults that have them as such, (Chalana Arroy and Humakt, here). They require the expenditure of 1 POW to regain. Cults that have these spells as one-use must sacrifice the usual 3 POW. These spells are also not usable by initiates, like one-use spells. SKILL LIST Skill Cat Diff Skill Cat Diff Acrobatics Ag M Orate Com M Balance Ag E Intimidate Com E Tumble Ag E Seduce Com E Act Com M Throw Man M Bargain Com M Persuade Com M Beg Com E Debate Com E Bribe Com E Fast-talk Com E Boat Ag M Physician Reas H Row Ag E Treat Disease Reas M Sail Ag E Treat Poison Reas M Brawl Man M Play Man var Ceremony Mag M Read/Write Know var Climb Ag E Ride Agl usually M Conceal Man M Scan Per M Craft Reas M Search Per M Custom Reas M Shield Parry Agl E Dance Ag E Sing Com E Devise Man H Sleight Man M Lockpick Man M Hide Action Man E Mechanician Man M Pickpocket Man E Dodge Ag H Speak Com var Drive Man E Spirit Skills Mag M Enchant Mag H Stealth Agl H Evaluate Reas M Hide Agl M First Aid Reas E Sneak Agl M Grapple Man M Swim Agl E Instruct Com H Track Per M Jump Ag E Trap Man M Listen Per M Weapon Attack Man var Lore Know var. Weapon Parry Agl var Maneuver Agl H Martial Arts Know H Diff = Difficulty, Easy, Medium, or Hard. {similar to RQAIG. First Aid is medium, as in my campaign it includes all doctoring of wounds.} LORE SKILLS (medium difficulty unless specified) : NATURE LORE (broad knowledge,hard) animal lore, human lore, plant lore, troll lore, elf lore, chaos lore. lore (easy), specific culture lore (easy). PHYSICAL WORLD LORE (hard), mineral lore, weather lore, lore (easy), lore (easy), music lore (easy). MAGIC LORE (hard), god lore, spirit lore, sorcery lore, lore (easy). History lore (hard), genertela history, history (easy). WEAPON SKILLS : All weapon skills are medium, except : dagger attack, crossbow, throw rock, shield parry (all easy). LANGUAGE SKILLS : Most language skills are medium, except : speak and read/write tradetalk. ------------------------------ End of RQ Rules Digest: V1 #6 ***************************** This is the bottom of the RuneQuest Rules Digest. RuneQuest is a trademark of Avalon Hill, and Glorantha is a trademark of Chaosium. 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